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The interface controls are rhe most interesting of these. You can set your interface to have the most possible informacion by turning all of the Gameplay
Page options on. Or, you can turn rhem off for a more challenging, bur also more visceral, playing experience. You may also want to rum off the Tutorial
Messages Display once you're familiar with the game.
PHOTO SHARING
Take screenshots of the game as it was just before you paused, and share them with friends on social networking sites. This is a fun feature for showing off cool
or funny things that you character is doing.
Just remember
to
EXPERIENCE
Experience points help you increase in power. You get them by completing
quests or killing monsters. Even weak creatures, like bats, are worth some
experience. The more dangerous creatures in the land are much more
valuable.
Anything
gigantic, like
a Cyclops
or Chimera,
Dragon's Dogma bas a wide listing of attributes that influence your hero and
is worth
the pawns that you control. Some of these attributes are intuitive for anyone
thousands of
experience,
as opposed
to a modest
LEVEL
A character's level indicates their overall development and progress. It's
a quick way to say, "How powerful am P" Characters increase this stat
by gaining experience. When it reaches a set goal, the level goes up, the
experience needed for a level resets, and the character gains Hit Points,
Stamina, Strength, Magick, Defense, and Magick Defense.
handful.
The amount
of experience
you get for
the same type
of creature is
slightly influenced by you.r hero's level. The higher you are, the less a given
type of monster is worth. Tbis doesn't change by a huge factor, so it's often
not a concern.
The greater issue is that characters need more experience ro gain eacb
consecutive level. You need abour 16,000 experience
to
YOLI
true that you can fight bigger and better monsters, but even that increase in
experience earned per hour doesn't fully compensate for the higher demand.
Characters in Dragon's Dogma progress from level 1 all the way up beyond
level 50. You can go even higher than that, bur a level 50 character can easily
master anything that you're likely ro encounter in most of Gransys.
HIT POINTS
Hit Points (HPs) reflect the Health of a character. Having more Hit Points
allows someone to sustain greater damage before dying in combat. Melee,
missile, and magick attacks all do damage ro Hit Poinrs. Your hero's HPs are
shown as a green bar on the bottom lefr side of the screen. If that bar empties,
your hero collapses and dies (and you must load a saved game).
Prevent this by keeping healers in the party, using restorative herbs, and
getting out of the way before monsters attack. Stronger armor mitigates
incoming Hit Point damage, so that is also a great way to keep your Hit
Points up.
STAMINA
Stamina is shown as the orange bar beneath your Hit Points. It's an indicator
of your character's endurance. This determines how long they can run and
how many special Weapon Skills they can use. Depleting this bar doesn't kill
your hero, but taking it all the way down does have consequences. A hero
without any Stamina has to StOPand catch his or her breath. You aren't able
to control your hero during this time, leaving you quite exposed.
Whenever possible, Stop using Stamina when the bar is low so that your hero
RANK
Each vocarion has a rank. This is a way of showing how far you've gotten
wirhin that vocation. Various skills unlock as you go up the chain. Before you
can use them, these skills still have to be purchased while at an inn, but they
don't even show up if you're low rank.
characters require more Stamina for rheir activities and they regenerate it
Your characrer can get all the way to the highest rank in any given vocation
and still be at the bottom of ones that they haven't tried yet. These ranks go
VOCATION
translate into ranks for any others, even if you've reached the maximum in a
given field.
Each hero and pawn has a vocation. That's an indicator of a character's class,
job, way of acting, etc. At the beginning of the game, there are three basic
vocations: Fighter, Strider, and Mage. These progress into advanced or hybrid
vocations that are even more specialized: Mystic Knight, Warrior, Assassin,
Ranger, Magick Archer, and Sorcerer.
Vocations can be changed after a certain point in the early game. That said,
Ranks rise as you level in a vocation. You don't need to do anything different
or special for your rank to go up. The only danger lies in switching vocations
too often. This COStSDiscipline Points and spreads around your experience,
making it hard to max out each vocation.
DISCIPLINE POINTS
shields and learn abilities that are based on getting attention from enemies,
level, your characters earn Discipline Points. Tbese are spent while you're
staying at inns. Each innkeeper offers you the option to purchase new skills
You should try to find a vocation that suits your sryle of play. Form a ream of
pawns thar shores up rhe weaknesses of rhar vocarion so rhar monsrers can't
exploit any of your vulnerabiliries without getting slammed by your pawns!
or manage the ones you already have. Discipline Points let you switch
vocations, pick up active Weapon Skills, or learn various types of passive
abilities. Once learned, these abilities are equipped and influence a huge
amount of your combat potential.
Players are allowed to control the Discipline purchases for their main
character and primary pawn. You cannot change the skills for either of your
two secondary pawns.
STRENGTH
Strength is a baseline damage attribute. Your physical damage output wirh
melee and missile weapons is determined by this. Fighters and Striders neeo
to have a huge amount of strength. Mages can live without it!
MAGICK
Magick controls the bealing potential and damage output of spells. Pum
this as high as you can if you're in a casting vocation, but leave it alone if
you're focused on physical melee or missile weapons.
DEBILITATIONS
Debilitations (which you may know as de buffs or ailments) are negative
effects that can influence your characters. Here is a list of the game's
debilitations:
STAGGER AND
KNOCKDOWN
POWER
Caught on Fire
Frozen Solid
Doused (Oil)
Doused (Water)
Takes double damage from ice- and thunder-based attacks. but take>
less damage from fire
Poison
Sleep
Characters drops to the ground and cannot act for a given time (If
struck, your hero wakes up but takes 1.5x damage from the attack)
Torpor
Slowed movement
Silence
Spellcasting is impossible
Weapon attacks have the potential to disrupt enemies, pushing them back
and stalling their movements and attacks. Stagger Power and Knockdown
Power are measures of that potential, and they're wonderful
to
have.
Curse
Characters tha?"use extremely large and heavy weapons are ideal for throwing
their normal total, and your character takes 40% increased damage)
BI ndness
The screen goes dark. limiting the ability to see where you're going
or what you're atlacking
ELEMENT
Possession
Movement
Petrification
Skill Stifling
Lowered Strength
Lowered
011
Defense
Lower Magick
DEFENSE
Enhancement
1:)'
Resistance
to
gaining levels and wearing more powerful armor. Often, melee vocations have
the best Defense, while magickal vocations have the worst.
I.
Magick Defense prevents spells from doing as much damage as they would
otherwise. Raise this by gaining levels or wearing armor that is more focused
.~
.:"
No loss of stamina
f3 ..
MAGICK DEFENSE
()ll'
, :..
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"A\
:~
I'
..
..
Nullifies debilitations
PIERCING RESISTANCE
STRIKING RESISTANCE
..
Striki ng Resistance reduces damage taken by bammers and other bigbimpact weapons.
STAGGER RESISTANCE
CONDITION
This is very imporranr for melee characters, bur it's good to have for jusr
about anyone.
KNOCKDOWN
RESISTANCE
go ro find OUt
MONIKER
This is the shortened, generic name that is shown when someone is perusing
important for melee characters, bur it's good co have for JUStabour anyone.
ELEMENTAL RESISTANCE
GENDER
This is resistance
to
to
This reflects whether a character is male or female. This has a major influence
DEBILITATION RESISTANCE
your development).
HEIGHT
to
to
This is how rall your character stands. Height also influences weight maximums.
when fighting other foes such as casrers, spectral enemies, Harpies, and other
crearures with debilitating abilities.
WEIGHT
You can see rhar rhere are major advantages
to
Small characters can't carry very much equipment, but they ate fast and
mobile. They stay active for longer and regenerare from exhausrion in rhe
blink of an eye. They make superb Striders. To make up for their weight
limirarions, foist exrra gear and irems off on your primary pawn (and make
rhem a heavier character)! Middle-rier characrers don't have any weaknesses,
and that's prerry darn useful. They can
Weight Classes
,
.,
.
50 KGs
Under
.,
SS
50-69 KGs
70-89 KGs
90-t09 KGs
co rescore sramina. This negates their biggest weakness without causing any major problems. Thar said, you can't do
lID.
LL
much abour rheir speed penalty. If you like hit-and-run characters, don'r ser your weight tOOhigh!
KGs
Effects of Weight
.,
SS and S
M
Land LL
'.
., .
1.8x (Great)
1.0x
0.6x (Bad)
..
...
0.5x (Great)
l.Ox
1.0x
65 KGs
.8x (Bad)
1.15x (Greati
FOE KNOWLEDGE
This is a pawn arrribure. The more pawns fighr a specific rype of enemy, rhe more rhey learn
abour attacks rhar do or don't wack againsr rhar rype of foe. High foe knowledge is extremely
good co have because rhe pawns focus rbeir atracks on areas of the crearure rhac cause mote
damage. Tbey also ler you know which elemenral arracks are more effeaive.
Foe knowledge increases over time as tbe pawns encounter more and more enemies. It can also
be raised by using tactics scroUs rhar are found rhroughouc the world.
"Harpy Taatc Volllme 1" wOllld gi'''' basic knowledge abost fighting Harpies to all of YOllr current paun
24
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PAWN REVIEW
QUEST KNOWLEDGE
Quest knowledge gives the pawns mote helpful things to say abour your
prioriry quest. This increases while you work on the quest, and it's mainly
useful for other players who end up using your main pawn. If your pawn has
done the entire quest, someone is more likely to pick up the pawn and get
assistance from
them. That
nets you more
Rift Crystals.
All of this
is explained
more in the
pawn chaprer.
Other players who have used your primary pawn can review them and rate
their appearance, battle usefulness, and helpfulness. Configure your primary
It's a rather complex system, and you don't need to worry about it while
pawn to be powerful and attractive, and then take them through as many
quests and areas as possible. That's the best way to get a good review.
AREA KNOWLEDGE
OWNER INFORMATION
Similarly, your pawns pick up information about various regions as you take
Other people's pawns have this panel in the Status Screen. You can find
the characters through the game. Higher area knowledge gives the pawns
rhe moniker of rhe person who made the pawn. You also ger to learn the
more useful things to say in the future. They're more likely to point out
Out
Let's get to the really fun stuff] Everybody likes combat, right'
When you first get into the game, things feel like a fairly standard action
role-playing game. Yon have light attacks, heavy attacks, and either some
skills with your weapons or spells to cast.
There is a lot more to combat in Dragon's Dogma. Character size, positioning,
weapon types, and enemy weight all play major factors in these encounters.
Mastering the system makes your fights even more fun, and it's possible to
kill large creatures and massive groups without having to resort to slower and
more cautious techniques.
- :-
most of the Story, you're allowed to have your hero, a primary pawn, and tWO
it's sometimes hard to hear what everyone's saying, but there is useful
guest pawns in your party. The more, the merrier! Keep all three pawn slots
filled. The extra damage and healing let you seize more treasure, quickly win
Use light attacks most of tbe time. They give you a way to deal damage while
looking for more of an opening. Heavy attacks ate better against crippled,
grappled, or otherwise distracted targets. The modest increase in damage
delivered is rarely worth the increased swing time of the arrack unless you're
absolutely certain of scoring the hit.
then back away while tossing spells or shooting arrows inro your hapless
For a pure damage upgrade, there are often offensive Weapon Skills that do
victims. This is also a great way to punish slow, larger enemies. For
JUMPING BLOWS
Jumping attacks don't take as much rime as you'd think. They're wonderful
You should also find areas on each creature mat are vulnerable to damage. Most
for knocking flying targets OUtof the air, and you can ambush people with
targets have weaker heads, but eyes, necks, and hearts come inro play often
rbem as well. Jump off of ledges, or just hop in place to give yourself more
enough roo. Look at each creature as a puzzle and test damage against different
vertical attack space. When fighting larger monsters, you can jump and
body pam to see what happens. You might be surprised ar the results.
Legs often take less damage, but heavy melee characters are awesome at
slamming the lower body. Witb enough size and strength, a melee character
can topple a beast. This leaves the crearure exposed and defenseless for a time.
What we said above abour heavy attacks isn't pertinent when jumping. Heavy
attacks are fairly fast when you're in the air. They let yonr hero come down
on a target with a dedicated swing. You can knock down enemies, deal high
damage, or otherwise have fun messing with them while leaping around.
26
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ATTACKING
WHILE CLIMBING
Grappling heroes can only use light attacks while holding onto the monster.
PICKING
It's also effective to grab smaller monsters. Your hero can pick up anything
A heavy attack causes your character to let go of the beast and make a big
slash while jumping off of the foe. It's a good final insult when you have ro
leaves them
somewhat
defenseless,
but it disables
the enemy as
well. If you're
down to a
single target,
rhis can be a
wonderful way to take the enemy Out of the fight while your allies come in
and work the sucker over with some brutal stabbing.
Take advantage of this if your allies grab someone. Rush over for the free hits!
SHEATHED WEAPONS
Your hero can manual! y sheathe/unsheathe his or her weapons, but this
While climbing on a chimera, attack the base of the goat and serpent heads to serer
isn't terribly important in a combative sense. Most city folks and guards
don't worry about your hero walking around with weapons bared, and
monsters can't get the drop on you because every attack button automatically
unsheathes your weapons if needed. This is purely an aesthetic choice.
to
ever falls in combat, even if there are pawns around that are still mobile. As
such, you should flee if a fight looks tOOdangerous. That's doubly the case if
you haven't saved the game recently!
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To run away, make sure rhar your Stamina is as high as possible. Use herbs to
restore lost Stamina, as needed, and then sprint away from your enemies. Try
to go back the way you came; this avoids the scenario where you hlindly run
AND TACTICS
into even more enemies and make the situation worse for your party.
to
moment), your goal is to kill targets and move on. You don't want ro do
char by running around the field while attacking everything that moves.
This distributes your damage and makes fights take longer before individual
targets are killed. That's bad! You want to focus fire on single enemies so that
they die as quickly as possible. Slain enemies can't hurt you, knock down
pawns, or cast debilitating effects.
Use pawn commands to order your parry to "Come" with you. This is very
important because your pawns end up staying
to
taken down and you aren't there to revive them, the result is a bunch of dead
pawns that you have
to
replace!
Look for ladders or ledges when running through areas with vertical inclines.
Enemies don't navigate these very well, and that makes it easier to secure
your escape. Chokepoints are useful too. Look for narrow areas where your
hero can make a desperate stand if you aren't able to get away. These areas
prevent larger groups of enemies from surrounding your character.
Enemies eventually give up the chase. Run far enough or long enough and
the bad guys usually head home. Resupply and come back later, when you're
more likely to win the day.
through in moments, take them our before going after bigger game.
!l. Cyclops and several Gddins attack yolt, party. Dispatch the Goblins illlmediately
so that YOllrpatens don't get hacked apart by them while you're worrying abollt the
larger threat. Once the Goblins are down, it's nUII.-heasier to take
ATTACK PRIORITIES
Monsters aren't all fools; they try
When a fight begins, quickly assess the enemies to determine where you
should srart fighting. If rhere are many lesser enemies rhar can be torn
to
0111
the Cyclops.
GETTING ATTENTION
in your group, and they'll kill off that person first if you give them the
Your hero is naturally better at taking on enemies and surviving than the
chance. Let's explain the rules that influence monsters' decision making about
computer-controlled
who
to
attack.
take more hits, and have a hard time running away ro regroup.
If you want to
protect your
Is the person vulnerable (from knockdowns, wounds, magick damage, etc.)?
party, collect
enemies and
force them
to focus on
your character
instead of
the pawns.
The general idea is that you can get more attention from monsters by staying
in front of your party. Deal damage
to
damage isn't that high at first), and use provoking skills ro secure additional
monster aggro.
To avoid attention, hang back, ler your pawns attack first, and use herbs
Fighters and
Warriors
are good at
this. They
have skills
to
that either
attract enemy
attention directly (such as Fighters pounding on their shields) or they can use
wide-area attacks to start hitting enemies en masse.
For situations with many opponents, you need to hit or threaten all of the
about their work without being constantly interrupted, knocked down, etc.
enemies at the beginning of a fight. You shouldn't pick specific targets for
killing until most of the enemies are coming after you.
28
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For easier encounters, it's usually better ro stay on kill dury and nor worry
about getting enemy attention. During make-or-break fights, you do yourself
a big favor by collecting the monsters. This does more than protect your
pawns. Ir saves time because you don't need ro run around reviving downed
pawns, which can be risky and frustrating if you're already busy doing
important things.
Another advantage of collecting enemies around your hero is that crowd
control becomes more effective. Knockdowns, disabling spells, and other
skills that delay enemies are more effective when you bunch all of the targets
MISSILE ATTACKS
GO FOR THE EYE!
Ranged characrers don't have as much potential for immediate damage
compared with good melee characters or mages. However, someone with
good aim can make up for tbat in spades. The game's archers have more
potential ro hit vulnerable areas on crearures without needing to jump and
attack, grapple with rhe enemies, or wait until the creature is knocked over.
into a tight space. Make sure that your character is surrounded by targets,
and watch as your attacks slice through many opponents at once, effectively
multiplying your damage output.
Shoot various locations while you're getting to know each type of enemy.
Watch the target's health bar with each attack, and notice if tbere is a huge
difference between hitting something in the head, the body, or other location.
Many crearures take more damage when struck in the head. Some foes have
visible armor that you need to avoid. Archers make short work of these
Make sure that your party has access to at least a spell or two that affect larger
areas. Sorcerers can do amazing things, and a brutal amount of damage, when
hardened foes, while melee characters have much more trouble with them.
RANGED DAMAGE
Knockdown Duty
Knockdown dury is a specific subset of this technique; large characters are the
best for rhis. Ger a heavy weapon and learn a skill that has a chance to knock
an enemy over (e.g., Corona Slash). Warriors with their two-handed weapons
are ideal for knockdown attacks.
I,
... , ,
0-10 Meters
High
11-25 Meters
Moderate
26-30 Meters
Low
31-90 Meters
Very Low
to determine this. Our tables show you which range is best for each of these
missile weapons.
Bows don't do as much damage per
to keep the enemy on the ground and let your party score free attacks over
and over until the victim dies. If you're doing this with multiple enemies,
your parry has a good chance of winning the day without taking many hits.
Characters need high Stamina to stay on knockdown dury because the
weapon skills chew through Stamina rather quickly. Carry extra herbs to
resrore your Stamina in the middle of these fights.
....
0-8 Meters
Moderate
9-25 Meters
High
I.
26-33 Meters
Low
34-90 Meters
Very Low
to
with enemies to be at your best with bows, so make sure that your character
is fast and mobile. Be ready ro flee at a moment's notice'
Longbows are heavy weapons that knock around enemies and do the best
damage per shot of any missile weapon. They have a fairly wide range for
ideal damage (9-25 meters), and you don't have to get as close
to
your
enemies as with a shorrbow. All of chese are major advantages. The higher
weight and slower firing speed of longbows is oo1y a modest tradeoff. It
doesn't keep them from being incredibly powerful.
MissileRange(Spellbows)
0-15 Meters
..
I.
High
16-60 Meters
Moderate
to
a party. Have one character (often a Mage) focus entirely on party support.
players can do more total damage with a longbow, but novice players benefit
immensely from spellbows because of their ease of use. You can fire at almost
to
any range without fear of damage loss. In addition, the magick arrows these
bows fire hit more often even when your aim is off by a slight margin.
With those in place, you have a caster that can heal wounded allies, protect
to
thing against enemies with poor magick defense, but it's a problem against
the group from nasty status ailments, and improve physical damage Output
to
learn as many of the elemental boons as possible, and swap out the one you
have if you know that you're going into an area where another would be more
useful. Throw holy spells on there if you're going into the Catacombs. Fire is
great in the wilderness because so many enemies are vulnerable to flame.
Use your remaining spell slots to ger some single-target and area-of-effect
damage spells on your caster. They aren't as deadly as a Sorcerer's spells, but
they still help considerably in each fight.
look for areas with elevation changes. Those are the best for hit-and-run
ambushes. Your hero navigates these better than the monsters, and when
enemies finally reach your hero, it's only a moment's work
to
Spellcasters that are trained for damage output drop enemies faster than
almost anyone else in the game. You need to have access to all three elements
all of the rime. Using the same element for all of your spells is a bad idea
MAGICK
because you can't exploit each enemy's weaknesses. learn which element to
use against each foe and see what a difference it makes.
Sorcerers are the kings and queens of magickal spell damage. They use staves
that are much more powerful than their Mage rivals. However, they don't
have access to as many spells that aid the party directly. It's a rough tradeoff,
and that's why we suggest having two casters in a default party.
30
Thus, a pawn that starts casting Bolide over a second before your hero causes your
character to complete their casting of Bolide one second earlier. This is a way to
increase effectiveness by reducing casting times in multi-caster parties.
Spells That Are Affected by Double Casting Rules
Bolide
Seisrn
Gicel
Maelstrom
Fulmination
Though this rule is called double casting, it can apply to a third party
Against weaker monsters, you don'r see that much of a difference between the
casters. A Mage can blow a Goblin in half just as well as a Sorcerer. However,
a dedicared Sorcerer shows their true colors when fighting against Cyclops,
Chimeras, and other big game. Health bars melt when Sorcerers use the right
elements against their victims.
to
USING DEBILITATIONS
If an enemy can't see, it can't fight. Your spellcasrers have jusr as many cool
debilitations as your enemies. It takes quite a few slots to make a dedicated
Get the best staff you can find, pile on equipment that raises Magick, and kill
understand.
to
to
to
Double Casting
it interests you. The good news is that you can swirch a few spells and
Several spells have powerful synergy when cast by multiple characters
go between this role and either healing or damage. So you're not locking
simultaneously. These spells will complete at the same time even if the
yourself into anything permanent (or even long term) by trying a character
more on Vocations
lUI of tbe game's skills and vocations are discussed in our Vocation (bapter. 8efore you figure out wbat type of party to use, read
tl]rougl) tbat chapter and decide "'1)9t would erctte you tbe most.
~embcr
that you can swap in new secondary pawns It any time. Jt takes bours to reach your hero and primary pawn an entirely new
your bero and primary pawn, try to pick a eocation for cacb that you think you'll re.llly enjoy, and erperirncnt I)enl'ily witl) your
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Gransys is large enough that you can't get around in the blink of an eye, Learning how to travel efficiently is a great way to save hours of game time that is
better spent adventuring, killing monsters, and completing quests, Let's talk about the ways in which you get around,
WALKING
Walking and sprinting are the most basic means of travel. Early in the game,
they're pretty much all you have to rely on, Take a look at the main map, plot
a good course for yourself (using Waypoints if you're worried about getting
lost), and then start exploring,
Sticking to the roads often takes a little more time to travel through the
region because they don't cut across hills or dangerous territory, That said,
you still end up getting to your destination faster when you use the roads,
They prevent parties from losing their way, and they also cut down on the
number of attacks from random monsters, Fights certainly take time, and
running away
from monsrers is a hassle if you're worried about your pawns getting hurt.
Use to the roads and only cut across the wilderness once you know more about your
destinations and how to deal with the obstacles along the way,
It costs money to munch on herbs constantly, but one way to speed your trips is to sprint
while eating herbs char restore Stamina, This isn't really affordable in the early game, but it's
relatively inexpensive by the time you Start doing work in the capital,
SHORTCUTS
FERRYSTONES
A more reliable timesaver comes into play after you explore several dungeons,
There are several dungeons that have multiple exits, Sometimes these areas
part of the capital, in the Craftsman's Quarter. These stones teleport your
are far apart in the Gransys wilderness. Compared with walking across the
entire party back to the Portcrystal at that location, You can use these at
continent, it's fasrer to rush through a dungeon that you already know and
almost any time, and they're a wonderful way to avoid a long overland trek.
<,
The Ferrystone at that location takes a long time to regenerate, You only find
it after days of waiting, To get others, shop at The Black Cat-for
a usurious
price, Or, talk to Fournival in the Noble Quarter a little later in the game,
He sells Ferrystones at a fairer rate, and questing on his behalf gives the
option to lower the price even more, Ferrysrones don't become cheap until
you're at the end of the game, but they're worthwhile long before then.
32
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PORTCRYSTALS
Portcrystals are where you appear when you use a Ferrysrone. The initial
Porrcrystal is in Gran Soren, as we explained. However, you can find others.
A[ [be top of Bluemoon Tower is a Portcrystal that you get during a quest for
Ser Maximilian. Take this Portcrysral somewhere important in the wilderness
and then use it. Your hero drops [he crystal off and can then Ferrystone to
that location or to Gran Soren.
Portcrysrals can be deployed anywhere outside, and they can be retrieved
whenever you want. Leave them in [he south (near the Shadow Fort) when
you're doing quests that takes yom party all the way Out there. Grab it later
on and put it in the far western areas to handle thar questing.
DANGER!
WEATHER
Leaving the roads is bad enough, but there are some places in Gransys that
Gransys is on the coast, so you'd expect its weather to vary even during the
are even worse than others. You'd do well to learn where to travel before
mosr gentle seasons. That is indeed the case, and each day has a chance for
clean, parrly cloudy, or cloudy skies. It's much darker when you travel under
cloudy skies, so we recommend sleeping an extra day at an inn to get to
better weather. The more you can see, the safer you are!
There are orher types of natural events that are worth noting:
Strong Winds: Occur in the north; they push back against your character
in one direction, making progress quite slow
Fires: Anything that touches a fire, bonfire, etc. gets set alight and
takes damage
Shallow Water: Douses your characters, making them vulnerable to
cold-type effects but stronger against fire
Deep and Very Deep Water: Cannot be passed through for long,
causes pawns to be lost, and returns your hero to the nearest shore
Careful players can explore areas long before these minimum levels. We
Miasma: Found in swampy areas; rhese can only be crossed safely at night,
only listed these numbers to give you a general idea of when you might be
when fireflies are out. Otherwise, characters suffer from Poison, Blindness,
Due ro the open nature of Dragon's Dogma, you might end up going through
some of the areas at a much higher level. People who do all of the quests and
effects, and aid your hero and pawns tremendously; bottle their water
enjoy fighting everything they encounter are going to blow through levels
quickly. They rarely corne into a location without the firepower to deal with
the creatures that live there.
Falling Rocks: These traps deal heavy damage if they hie anyone; avoid
them by spriming away, or attack rhe bouldecs from range
and destroy them
to
try
INTERACTABLE OBJECTS
Some objects that you find in Gransys can be used by your party in a direct fashion. Here's what you can do with them!
Object
Object
Use
Ritt Pedestals
Heal
Wooden Boxes
Destroy them to get treasure; the smaller bam can be picked up and thrown at enemies
~awns, remove negative status effects from pawns, and let your hero recruit allias
Rocks
Water Flask
Use
Wire Trap
Make sound whenever someone steps throujh them; found in heavy goblin areas
Pressure Switch
Put weight on these to trigger them (otten to open doors); more weight causes them
to complete the process more quickly
Gate Levers
Pull trem to activate a door nearby; if the lever is missing, search the dungeon for
something suitable
Oil Flask
Throw at enemies to douse them in oil, leaving them vulnerable to fire attacks
Poison Fask
Kindling
Barrels
Bird Nests
Explosive Barrels
Destroy them at range or throw them at enemies; detonate to deal very heavy damage
Ore Veins
Ballrsta
Ranged siege weapons that can be used by lour hero or goblins; can be destroyed
Foraging Points
Old bags, rusted armor, a1d similar objects can be foraged for crafting or
combioable Items
Turret
Breakable Walls
Some walls can be destrcyed with powerful magick, explosive barrels, attacks from
giant monsters,
Loot these to get higher Qualitytreasure; more elaborate chests often have the best loot
Chests
Inns are the best places to go when you need a moment to rest and regroup.
Inns have different prices for staying. These grow more costiy in places like
Initially, inns are only useful for rest and storage. Once you go to the
Gran Soren, but you never have to break the bank to stay anywhere. If you're
Encampment, you get the option to start learning skills while relaxing.
low on cash and need to resrore everyone's Hit Points, wander around the
Finally, in Gran Soren you get to play around with vocations for your hero
wilderness while eating any food that you come across. This restores both Hit
Points and maximum possible Hit Points and you don't have to pay a single
coin to do it. Kill monsters on the way for more experience and possibly some
extra treasure.
TIME'S PASSAGE
Time in Dragon's Dogma passes whenever you aren't loading, looking through
the pause screen or your inventory, or dealing with curscenes. It also stops
when you're talking to pawns or are inside a Rifrsrone.
Normally two minutes in the real world correspond to one hour of time ingame. Thus, it takes 48 minutes for a full day to pass if your hero doesn't go
to an inn to rest.
RESTING
Enemies aren't the only things that are sometimes dependent on the rime of
day. Certain items, such as Sunbright and Moonglow can only be found and
Resting is tbe most basic function of an inn. Your entire parry is restored to
full Hit Points and Stamina. Any remaining debilitations are removed, and
harvested at specific times of the day. This is true for regular animals as well,
such as seabirds.
your team gets a cbance to sleep until either dawn or sunset. This is useful if
NPCs move around with a set schedule of things that they have to do.
you have an evening quest, want to bunt specific creatures that only appear at
Don't expect everyone to be outside talking during the late hours of the
night. People go to their homes, rest, and may even lock their doors so that
strangers can't wander in.
to
gradually returns
by doing their quests and giving them gifts eventually stop being as
impressed. You need to keep courting allies if you want them to stay
Most quests in Dragon's Dogma are not limited by time, so you don't have to
worry about missing something while you sleep. However, there are a couple
of exceptions. If a quest tells you rhat you only have four days to get something
done, then don't rest at the inn until you've taken care of your rask.
34
~.-:.-:.-~-:~-
~~~ :.~~3)
Keep your character's encumbrance low and take only what you need for each
adventuring session.
Monsrers come back to areas over time. Rest for a few days at any inn, and
your character can return to a dungeon or field and find new enemies to fight
for even more experience. Additionally, this applies to mosr types of treasure,
harvesrable items, and even people as well. IfNPCs are slain, don't worry
that your game is suddenly broken. It's nor! Those characters return to the
The inn is also a good place to combine items. You have access to all of the
goodies that are on hand and in storage, so it's easier to know what you can make!
BUYING AND
SELECTING SKILLS
Discipline Points accrue as you fight and defeat monsters. These points
allow you to purchase new skills for your vocation. Gaining these points
Shops restock their inventories too. If your favorite merchant sells out of
also lets you rank up in your current vocation, unlocking mote potential
something that you need, take a break and rest for a while so that you can get
skills to purchase!
USING STORAGE
All inns have a storage feature. These are linked so that your items in Gran
Soren are available in Cassardis, the Encampment, and the Rest Camps.
Gransys has its problems, but their mail system is insanely good.
Stop at the inn and look at the available skills for your hero and your primary
pawn. When you're done, manage your skills and make sure to select the ones
!!!!!!!!!!!!!!!!III!!!!!!!
l"UK"=pIilUe.t.i.!r~f
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.._I"'<I'
....
that you need right now. Don'r be tOOgeneric with yout choices unless you
0.26
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to
If there are enemies weak to a specific element, then get skills with that
It's ofren wise to deposit tools and treasure thar you aren't currenrly using.
Selling spare items can net you a fair amount of cash, bur ir also leaves your
character high and dry if you suddenly need somerhing rhat you dirched.
element. When there ate large enemies to fight, bring your skills with the
highest damage. If you anticipate big groups out there, take skills that knock
enemies around or disable them in clusters.
Money isn't a big problem through mosr of the game, so we advise rhar you
Teach yourself not to think of your character as a one-trick pony' Stay flexible
It's fun
to
learn new skills and find new equipment. Your character gets better through both of these, but as you work on those goals it's easy to gain
experience. Completing quests and killing monsters automatically work toward your character's progression. Each level makes it easier to survive against
deadlier enemies, and soon you'll even be able to fight and defeat dragons'
For a casual player, it's okay to ignore the details and simply have fun. Most of the things that you do in Dragon's Dogma are going
to
Wandering in the woods gets you into battles. Exploring for treasure is much the same. And if you help people in cities, the rewards from those quests are
quite respectable.
But players who want
to
level quickly can focus on the besr ways ro pull in experience. Let's ralk abour rhat.
III
rhe game you only get around 50 experience points for each one. You don't see the change
coming quickly, and ir doesn't dramatically alrer the rare of your characters growrh.
.
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RESPAWNING
Keep your character's encumbrance low and take only what you need for each
adventuring session.
Monsters come back ro areas over time, Resr for a few days at any inn, and
your character can rerum ro a dungeon or field and find new enemies to fight
ior even more experience. Additionally, this applies ro most types of treasure,
harvestable items, and even peopLe as well. IfNPCs are slain, don't worry
mat your game is suddenly broken. It's not! Those characters return ro the
game world in a week or so.
Tbe inn
IS
also a good place to combine items. You have access to all of the
goodies that are on hand and in srorage, so it's easier to know what you can make!
BUYING AND
SELECTING SKILLS
While this time passes, other things go on as well. Trees bear fruit, food rots,
and ocher normal changes occur as you'd expecr in a living world.
Discipline Points accrue as you fight and defeat monsters. These points
allow you ro purchase new skills for your vocation. Gaining these points
hops restock their inventories roo. If your favorite merchant sells out of
something char you need, take a break and rest for a while so chat you can get
also lets you rank up in your current vocation, unlocking more potential
skills ro purchase!
USING STORAGE
All inns have a storage feature. These are linked so rhar your items in Gran
Soren are available in Cassardis, the Encampment, and the Rest Camps.
Gransys has its problems, but their mail system is insanely good.
Stop at the inn and look at the available skills for your hero and your primary
pawn. When you're done, manage your skiLls and make sure to select the ones
that you need right now. Don't be roo generic with your choices unless you
don't know what's corning up next.
Use this guide ro Lookup the area where you're planning on questing.
If there are enemies weak ro a specific element, then get skills with that
It's often wise to deposit tools and treasure that you aren't currently using.
Selling spare items can net you a fair amount of cash, but it also leaves your
character high and dry if you suddenly need something that you ditched.
element. When there are Largeenemies to fight, bring your skills with the
highest damage. If you anticipate big groups Out there, take skills that knock
enemies around or disable them in clusters.
Money isn't a big problem through most of the game, so we advise char you
Teach yourself not ro think of your character as a one-trick pony! Stay flexible
It's fun to learn new skills and find new equipment. Your character gets better through both of these, but as you work on those goals it's easy ro gain
experience. Completing quests and killing monsters automatically work roward your character's progression. Each leveLmakes it easier ro survive against
deadLier enemies, and soon you'll even be able to fight and defeat dragons!
For a casual player, it's okay ro ignore the details and simply have fun. Mas, of the things that you do in Dragon's Dcgm are going to help level your character.
Wandering in rhe woods gets you into battles. Exploring fat treasure is much the same. And if you help people in cities, the rewards from rhose quests are
quite respectable.
But players who want ro level quickly can focus on the best ways ro pull in experience. Let's talk about that.
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FAST GROWTH
The fastest possible experience comes from fighting the toughest creatures
Lesser crearures replenish their numbers very quickly. Sometimes you can
that you can quickly defear. Racing through dungeons or rougher areas of the
even walk righr back into a dungeon that you've cleared and find new critters
Pawns don't steal your experience, so it's best to have your group there to
help out. When a pawn scores a kill, your hero gets the experience from it
(and so does YOUtprimary pawn).
To maximize your experience gains, bring a patty that is focused on damage
output. Faster kills lead to faster leveling. Warrior, Sorcerer, Sorcerer, Mage
is one of the more sustainable leveling patties. You deck out the Sorcerers for
pure damage, make the Mage into a healer/support character, and have the
Warrior focus on high melee damage and knockdowns. A team like that can
clear dungeons very quickly.
There are many possible combinations, so you don't have to build your parry
around this model. JUSt maximize damage output from whatever team you enjoy.
PURE EXPLORATION
of the quests require you to engage bosses that are pretty tough. Bur, this
Wandering around Gransys looking for new areas is the worst way to gain
is a risk vs. reward issue. As long as you're willing to bring plenty of herbs
levels. It's dangerous to look around new places, you don't know where
and risk having to retreat and reform your party, it's worthwhile to have a
to fight, and travel times can be rough. That doesn't mean you shouldn't
deadly team.
explore! It's great to look around the world and have a fun time. JUSt know
And you can always stop if the team you've built isn't your style. A more
conservative team (with a couple of healers, or mote of a meleelranged/
magick balance) might be a better fir. It's often easier to go with a balanced
team, especially fat questing.
The lowest quest experience comes from escort missions. Their raw turn-in
values are fine, but they do often take longer than other quests. Not only
do they take longer, you also have to avoid larger fights because your charge
might get killed in the skirmish.
Story quests that take you into dungeons are very good for experience. You
often have to fight heavily during these tasks, so it's basically like getting
money and experience for doing what you already wanted to do.
36
For a complete listing of Ambush, and other Emergency quests, please see the
that you gain levels mote quickly by rushing through areas that you've
already conquered.
~~
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17
Though there are quest givers in a few Out of the way places, your hero gets
work primarily from settlements. If you're in the mood for questing, go co
Cassardis, the Encampment, or Gran Soren. A huge percentage of quests start
in those three areas.
Anyone standing around wirh a green mark over rheir head is offering you a
quest. Talk to rhern and accept the rask to learn more about it.
Red marks
indicate rhar
someone
has
information
about a quest that you are already working on.
information you get from these people is often
critical to completing rhe quest, so you
don't want to skip them. Even
afrer talking to the person in
question the mark persists.
Don't let that confuse you;
it remains so char
you can find rhe
person again if
you forgot what
they told you.
Orange marks let you know thar someone has information about a quest that isn't
critical. Talk to them to learn more or get a clue about where ro go or what to do.
Blue marks are for quest turn ins. If you have a special item ro give someone, the character has
that mark.
Also, talk to the quest giver again and listen to your pawns. There are always
rips that prod you in the right direction for what to do.
If you're ever sent to a spot that's marked and can't find what ro do. 100 ' both
above and below where you're standing. It's hard to tell when something
IS
beneath your character, and there might be a cave or recessed area rhar holds
rOllr objective.
The more weight you carry, the harder it is for your character to sprint, use weapon skills, and keep his or her Stamina up. Even with a pile of herbs, it's
annoying to have a character that can't do more than a few aerions before they're gasping for air.
Press Back/Select to look at everyone's weight and then distribute items
in the parry so that no one is carrying
tOO
store equipment that isn't needed! It's not worthwhile to carry around
multiple sets of armor. One good set per person is good enough, and you
can customize your accoutrements to suit each encounter. Most substantial
debilitation defense is kept on accoutrements anyway and they're light.
Keep plenty of accoutrements around and swap in whatever you need for
upcoming encounters.
Each piece of equipment has multiple tiers of stars. The initial points for your weapons
and armor are the baseline. They won't get any worse than that, and with some
investment they can get a whole lot better!
Talk to people who work at a weapon store, such as Caxron in Gran Soren. He'll
work on your weapons and armor and upgrade them considerably. All that you need
is some money and certain ingredients. For the first level of upgrade, you often don't
even need special items. Higher upgrades require goodies that you gather while
exploring Gransys.
Metal items, like swords and heavier armor, often need are from the veins in places like
the Catacombs, the Ancient Quarry, and so forth. Carry a pickaxe so that your character can mine these for precious are!
Each piece of equipment has multiple tiers of srats. The initial points for your weapons and armor are the baseline. They won't get any worse than that, and
with some investment they can get a whole lot better!
Talk to people who work at a weapon store, such as Caxron in Gran Soren. He'll work on your weapons and armor and upgrade them considerably. All that
you need is some money and certain ingredients. For rhe firsr level of upgrade, you often don't even need special items. Higher upgrades require goodies that
you gather while exploring Gransys.
38
Meral uerns, like swords and heavier armor, often need are from the veins in
places like the Catacombs, rhe Ancient Quarry, and so forth. Carry a pickaxe
so that your character can mine these for precious ore!
Lighter armor may need rare leathers or cloth. Monsters and treasure chests
have rhese.
Wood, for bows, is taken from fallen trees. They're uncommon but can be
found in wooded areas of the wilderness.
As with many spare irems, you should gather these aggressively whenever
you're adventuring.
valuable, pick it up. Deposit the spare items when you Stop at an inn and wait until they're needed. Don't look up an item at the store, find Out what
you need, and then go out looking for it. That is a much slower process. Better to rake everything rhar isn't nailed down, and then have it in srorage when
it becomes useful.
Your highest gear upgrades are obtained by beating legendary Dragons. It's said that the equipment used by a hero that kills a great Dragon becomes as
powerful as it can be.
Dragon's Dogma has a wide selection of usable items. These resrore Hir Points, Stamina, remove debilitations, deal damage to enemies, and so forth. Some of
the items are immediately useful when you buy rhem or pick them up. Apothecaries, where you buy herbs, are perfect for getting useful materials.
But our in the wilderness you find dozens of herbs, mushrooms, and
other assorted things. Not all of them seem to do anything at first. That's
where item combining comes in. In essence, you take two items from your
character's inventory and pur rhem rogerher to make useful new items. The
game records combinations that your character completes, so you fill in the
details by experimenting with new combos.
At first you don't know what you're making, and the result might be
something that you didn't need. But as you learn more combinations your
character starts ro find some that are quite good. Our Items Chapter has an
entire section dedicated ro telling you about possible item combinations.
Chests with random loot are deposited all over the world. You find them in the wilderness, inside people's homes, and certainly in dungeons. Crates, boxes,
barrels, and bookcases can also have loot, though it's often of a lesser variety.
If you're thorough, have your hero gather everything wherever you go.
People who wane to be fast or efficient should instead have pawns gather
lesser materials and let the hero focus on chests only. Pawns namrally gather
items from the areas rhar you explore, so )'OUdon't need
to
anything. JUSt trust them to do it while you get the best equipment and items.
Don't assume rhar a dungeon is empty after you finish your looting
expedition. After several days, the monsters and the chests are
restored. Run through the area a second time
gear, and experience.
to
A well-crafted team of pawns makes it much easier to dominare your enemies. Pawns give suggestions for where to travel, what to search, and how to kill
enemies. They're also loyal allies in combat! This chapter goes over rhe strengths and weaknesses of pawns, letting you know which ones
to
Your primary pawn is a long-term ally throughout tbe game. Think of them as a character of your own creation and control. Secondary pawns are made by
other players, so they're shorr-rerm allies. You don't have the same level of control over them, and you can't help them to level up or gain substantial power.
For people without net access, there are default secondary pawns that anyone can recruit.
Once you underscand where co look, it's mucb easier to ger a parry char is nearly unsroppable!
Only your primary pawn is created in the same way as your bero. You select their visual appearance, voice, details, and vocation. Think carefully abour chese
choices because many of them cannot be modified afrer rhe pawn is finalized.
40
INCLINATIONS
Toward the end of the creation process, your primary pawn has ro answer
some esoreric questions. There are many stars lisred to rhe side, and you can't
easily tell what each of them does. Sure, you can guess a few meanings, but
it's better ro be wid ourright. Let's go over these terms!
The categories reflect rhe interest a pawn has in various acriviries-rheir
inclinations, if you will. The more inclination a pawn has in each section, the
more likely that they will engage in a cerrain rype of acrion.
Try ro answer rhe quesrions in a way rhar encourages your pawn to acr rhe way you want rhem
to acr. If you dislike having to scrounge around for irems, make sure rhat your pawn has a high
Acquisitor value. Do this by previewing all responses to the questions before making a selection;
ensure that the categories you want ro raise are going up every rime.
Attacks weak enemies first
Similarly, watch the categories that you don't want and rry to lower them. If you want a healer
insread of a brure, see thar Scarher falls while Medicant rises.
Challenger
Utilitarian
r---
Guardian
Nexus
-1
th_e_;_p_a_;r1y:.......
--I
-j
Raise Scathing
Raise Medicant
Raise Mitigator
I Raise Challenger
)lour primary pawn takes ~is or bcr cues from your bero.
r Raise
Utilitarian
Raise Guardian
~0\\1
Raise Nexus
~ RaiE8 Pioneer
t~is works!
Raise Acquisitor
INSTRUCTING
Prioritize safety
~me"
-- _--
--- attackers
-_ and enemies
Use support ski! sand enchant_m_en_ts
Focus on long-range
---
primary pawn. Look for Knowledge Chairs at inns or certain fires at Rest
Camps. Use these and watch as your hero sits down with their pawn. The
questions you answer during this period let you change the attitude and
style of your pawn's vocalizations. AI decisions are also influenced by these
conversations.
Another way ro cbange your pawn's personality is to alter the pawns they
associate with. The two side pawns that you recruit have an influence over
your primary pawn. If all of them share a personality type, that aspect of the
pawn becomes even stronger. If they have conflicting personalities, it diminishes some of your primary pawn's
personality types (making them engage in those behaviors less often).
The longer you bold onto rhose extra pawns, the more influence they have over your primary ally. If you don't
to
or your primary pawn's skills. Spend your pawn's Discipline Points carefully
and choose abilities that make tbem better at whatever task you prefer.
Don't treat the pawn as a carbon copy of your own interests. Make sure that
the skills cover a wide range of activities. For example, you mighr not care
about watching the party for debilitations. It's kind of boring compared
wading through monsters. If so, make sure that
remove debilitations (wirh skills like Halidom).
42
YOll
to
-----
------
---------1
YOUR PAWN
Pawn cusromization doesn't end with the creation process. There are special
tOO
areas rhroughouc the world that give your hero a place co instruct their
using the
QUIPMENT MODIFICATION
You can give equipment to both primary and secondary pawns, but only your
r-rirnary pawn gets to trade goodies back if you need them again. Equipment
iven to secondary pawns is sene to their own creator if it's equipped and
then unequipped. That's why it isn't always worth it to upgrade the gear on
your secondary pawns.
Your primary pawn, however, should be upgraded. Any time you find
equipment that is better fat them, hand it over without fear. Nobody can
steal it, and even if the pawn dies in battle you can get them (and their
equipment) back later without any cost.
DEATH OF A PAWN
Pawns don't die when they reach zero Hit Points. Instead, they collapse
wherever they are. A skull icon appears on the minimap to let you know
In the same way, work to ensure that your primary pawn has a supply of
useful herbs. Pawns can use herbs to save themselves from wounds and
debilitations. This is especially important if you don't have a Mage in the
party with healing and anti-debilitation
spells.
where your friend has fallen; hurry there to revive the pawn before they
disappear. If you take tOOlong, the pawn returns to their world and isn't in
your party anymore.
Secondary pawns are lost when this happens. Your hero has to find a Rift and
recruit an entirely new pawn. This can be a massive inconvenience!
Reviving
downed pawns doesn't cost Stamina, Hit Points, or use any of your items.
There's never a reason to let them die unless your hero would be killed trying
You don't want your hero to carry everything for the entire party. Anyone
with too much encumbrance ends up having Stamina problems, and that's
to save them.
Revived pawns get back a modest portion of their Hit Points. Though rather
dangerous if you're going against difficult enemies. You aren't able to use as
mean, you can save on restorative herbs by letting pawns fight hard and get
knocked down repeatedly. Revive them each time and they get tight back
to
the battle. In especially dangerous fights, this is a good way to keep your hero
our of the action while the pawns do the heavy lifting.
Speaking of Stamina
'Pawns use tbetr Stamina based on your bero's erampte.
-prima11'-pawns lllways
find a Way Jljome
you can't lose your primary pawn, eeen in deatb. irbe pawn
disappears
e9
Rift Crystals when completed. You don't get many of them this way, but
Scather's Elixir
0.12
it's enough of a source that you can afford to hire more powerful pawns from
Medicant's
0.12
Elixir
Mitigalor's Elixir
time to time.
0.12
++
Challenger's Elixir
0.12
Utilitarian's Elixir
0.12
Guardian's Elixir
0.12
Nexus's Elixir
0.12
Pioneer's Elixir
0.12
Acquisitor's
0.12
Elixir
0.39
3,500
COStRift Crystals
Gold FacePigment
~
Bright Green Face Plgmen<
0.39
0.39
3,500
at an impressive
0.39
3.500
Blue FacePigment
0.39
more powerful
rate. Someone a
-----
---
----
0.39
0.39
0.39
too expensive,
perhaps costing a few crystals. Pawns that are a number of levels above you
IT!case you're uimdering u.bar rift crystals buy. her, if the selection at J"hl1",h",,;
Rift Shop. II sbouldn't bt a surprtse that 'he focus oftbe items IS be",'''} on
!J
-------1
_~
---j
0.39
0.39
0.39
0.39
0.39
0.39
0,87
0.87
Green Skin Pigment
0.87
The elixirs sold there modify a pawn's inclinations, so you can fine rune
0.87
your main pawn's AI. If a personality type is not already present in the main
0.87
0.87
0.B7
Black
Eyeglasses
0.07
build off of. Use the normal elixirs for fine tuning behaviors, and only grab a
Silver Eyeglasses
0.07
Premium
0.2
pawn, the elixir activates that personality type. If the personality type is
already presenr, the elixir makes that tendency even stronger! Neutralizing
Only your primary pawn is created in the same way as your hero. You select their visual appearance, voice, details, and vocation. Think carefully about these
choices because many of them cannot be modified after the pawn is finalized.
Fighter
throughout Dragon's Dogma. However, it's nor as powerful as a person who looks at each
Strider
Mage
to
lean on physical characters. Bring more casters. Dump YOUtold pawns unless they're
_
to
MystiC Knight
Warrior
Assassin
of melee attackers, you might prefer to have an extra tough guy around to mitigate the
Ranger
incoming damage. Bring a Fighter for that (or even two of them)!
Magick Archer
Sorcerer
Massive elemental
expensive characters, and invest in a Mage and a Sorcerer. When fighting a heavy rush
44
initially say "I want to have a Strider and a Mage," that might work very well
damage
quite impressive.
Don't look a gift horse in the mouth if you meet someone who is just righr.
You don't have to dump your existing pawns before selecting a new ally.
Walk around and speak to the pawns that catch your eye. It's possible to look
at the details of these characters before recruiting them. We suggest that you
do this every time. Compare their attributes to your existing characters, and
make sure that tbe new pawns have the right skills. If you want a Mage to
heal your parey, don't recruit one that doesn't have Anodyne/High Anodyne!
lets you compare your allies directly. This is wonderful for deciding who to
If you want a prorecror, go for a Fighter with high Health, good armor, and
Before dropping a pawn, go through their inventory and snag anything that
you don't want them to carey off. Be especially cautious about letting pawns
keep materials or tools. They often have a good selection of these items by the
time you
are done,
and it's
fairly quick
ro transfer
Your hero only has limited control over rhe party's pawns. You can't order
them to attack specific targets, stand still, and so forth. Instead, you have
three generic commands that alter the general behavior of the group. All of
these are engaged by pressing one direction or another on your controller's
digital pad.
rhese to
Press up to use "Go!" This orders the team to advance in one direction.
your hero.
It's not very specific, but you can get the pawns ro start fights this way by
ordering them into close range with monsters.
"Help!" tells pawns that you want them ro heal you, support your hero, and
cast enhancing spells on your character. This is best used before fights, ro get
your party ready for battle. It's also effective in the middle of each skirmish
if you Start taking tOOmuch damage. Press either left or right on the digital
pad to trigger this command.
"Come!" helps
to
all over the place, press down and get them to bunch rogerher. "Come!"
is also quite effective if you flee from battle. Your pawns might nor follow
on their own, and telling them to gather around you keeps the group from
staying in the fight.
Your vocation is what defines you and your pawns in Dragon's Dogma. When you start your game in Cassardis, you are asked
to
three basic choices; Fighter, Strider, or Mage. This is your job unril at least level 10, so choose wisely. The three vocations play quite differently and which you
choose depends on how you wish
to
play.
Fighters are the front lines of the group with the highest Health, Attack, and Defense. They
have skills
to
attract the enemy's attention. Then rhey use rheir high defense and shield to
At level 10, you are able to change your vocation and Starr broadening your abilities.
There are three advanced versions of the basic jobs; Warrior, Ranger, and Sorcerer.
Mystic Knight, Assassin, and Magick Archer also become available as hybrid
vocarions. Keep in mind that rental pawns only come in the three basic and three
advanced vocations.
Once you reach the Encampment, Innkeepers allow you to change the vocation of
your character and main pawn. It costs Discipline that you have earned by defeating
enemies to change to any vocation that you haven't used before. As long as you bave
the Discipline available, you can switch through all nine jobs if you want.
Your vocation determines your basic attribures, wieldable equipment, and skills.
Each builds stars in different ways and allows you to gain unique abilities and
additional augments. Skills that are available across multiple Vocarions do not need
to be relearned. Therefore, ifyou move between jobs that use the same weapon, you
to
a caster
In each vocation, you have a set of skills rhat you can also purchase with Discipline Points. These skills come in three different flavors: Weapon Skills, Core
Skills, and Augments. When ar an inn, select Learn or Set Your Skills to purchase and enable them.
Weapon Skills give you special moves that can be executed in battle using the assigned burton along with the given modifier (Left Burnper/Ll or Righr
BumperlR1). They are available for each weapon rhar your vocation can wield, though rhar armament must be equipped ro enable irs skills. Three face
buttons on rhe controller can be mapped to these abiliries. Therefore, you can have
SIX
for your only weapon, such as a sraff or hammer. For example, if you have assigned a sraff skill ro rhe X burton under rhe Lefr Bumper ser, bold down Lefr
Bumper and press/bold X ro use thar skill.
Core skills are always active and give you even more abiliries. These usually require an extra button press or rwo. They are also weapon specific, so you can't
enable one if you aren't wielding that weapon. Controls are given in rhe following skill tables.
Augments give you stat bonuses such as increased Stamina, less damage taken, extra affinity afrer gifring, grearer illuminarion from a lantern, and much more.
You are limited to six active augments at a rime, so consider what will help you mosr as you venture forth. There are specific augments that each vocation can
learn, bur once you have learned one, ir is always available.
For each vocarion, you and your main pawn earn a rank-unlocking
skills as
you progress. You keep rhis rank in each vocation even as you switch classes, so
you can rerum to an incomplete vocarion and continue to unlock skills.
Job points are earned as you defeat enemies and this is what earns you your
rank. The amount of points required to tank up depends on which vocation
the character is, so we have included a Job Point Progression rable for each
class below. This shows how many points ate need to reach the next rank.
Cost to change Vocation: Amount of Discipline required to change to this vocation. You only need ro pay rhis once pet character.
Weapons: Weapons that this vocation can equip. Weapon and core skills are weapon specific, so be sure you do not waste points on skills for weapons that
you ate not going to use.
Starting Stars: This is your character or main pawn's starting stars when he or she is firsr creared. This only applies to the basic vocarions; Fighter, Strider,
and Mage.
Stat Growrh at Level Up: Tbis rable shows how much is added co each stat when you level up. This differs for levels under 10, 10 - 99, and above 100.
Job Point Progression:
Arable rhac shows rhe amount of job points required co reach each rank.
Skills: Weapon skills, core skills, and augments char can be purchased wrth Discipline points for each vocation. Once a weapon skill or core skill is learned,
ic is available for any vocation rhar uses the same weapon. Augmer-rs can be used across all vocarions.
st
sn
ne
h Skewer
SOD
3
800
ad Slash
1,000
venwardLash
1 300
,
dsightSlash
pass Slash
1,300
1 400
,
Add
n a vance f or m of Blink Strike honed to travel greater distances.
Thrusts the blade into the target's body, pinning them In place whife raining
further blows upo n them.
An advanced for m of Broad Cut. The path can be altered while executing
the attack.
.1. An advanced
the onslaught.
Shield Strike
200
~;~~~~~ ;:~~
Sprjngbo~rd
Cymbal Onslaught
1---
600
An advanced form of Shield SUmmons that carries further, drawing the ire
~more distant enemies.
1 300 I An advanced form of Cymhal Attack that appends stili more blows to the
'
jonslaught.
1 000
form of Shield Strike that deploys more quickly, shrinking the
_:_ __ user's window of vulnerability.
IAn~
--
1,600
-S-
2000
Guards 'gainst all manner of attacks, no matter the properties of the shield,
in use. Hold the assigned button to initiate, cancel with A!X
An advanced form of Sheltered Spike that appends stiC-1I
m-"o"-re-s""tr::-ike-s""tothe onslaught.
700
2.800
~
1,400
for
800
t-
r---
t~~\~
Sheltered Spike
250_J
es
concentrates a flurry of sl
wlth meager endurance. U
button repeatedly.
Sian
I beDashes
past the target wit
followed with further a
200
900
900
1---.
gger
700
.~
Steps in and strikes, sendi ng the target aloft. An additional command then
detonates a store of powd er. Press assigned butto'] again after attack.
g Wind that appends still more st~ikes toth-e:~s~:~~~.ed form of Bitln
900
Casts a firework explosive into the fray that stuns nearby foes.
900
Returns the user to a neut ral stance, eliminating opening caused by other
actions.
Leans ir and dashes forward wlth bfades drawn, ready to perform further
feats with additional commards. After Initial attack, press XlSquare to
stop, ytrriangle to slide, and AJX to jump.
--t---r--1,-20-0,1 An advanced form of Toss and Trigger that both strengthens the upward
slash and broadens the subsequent blast.
1,100
2 000
,
2 000
,
--+--+-2-,0-00_-;-
__
2,000
2,000
2,000
+---j-"A::"n
3,500
200
700
1,100
-~::_;_...:.
900
An advanced form of Triad Shot that fires five arrows tnstead of three.
1 200 An adva~
of F"iill"B~nd that requires less ;;;:;e to nock the arro;;:
~gfastersu~esslvefmng.
2000
Sparks an explosive arrow in mid-air, propelling smaller missiles across a
, ~lus.lt
explodes the instant you releas_!!.:___
Mighty Bend
Splinter Dart
2000
Flvetold Flurry
_--+_' _I suetesSlon.
Fracture Dart
3,500 1 An advanced form of Splinter Dan ~hat scatters shOt across a wider area
Whistle Dart
I Steals itsms
+-__
-+_6_00_
~~c~dl~aen~:~I~;~:,f
Start
1 Slart
Start
1
t --4
800
600
I--
1,800
Pentad Sh)t
__
__
Downpour volley
r-_-t_
3-t
Full8end
900
r2,000
Triad Shot
~j
250
Cloudburst Volley
--r-2
~
i-----
~sesyour
maximum stamina_b:_y_l0_0.
, ,300
2,200
- +---
2,200 Halves the recovery time when you run out of stam.na
r----! --4,500
Halves the Stamina consumed when you cling to objects or climb terrain
Start
r--------l
1
I
-2-0-0
r~
200
200
__ I
Looses a balJ of fire that explodes upon contact, engulfing both the target
and suroundlne foes.
L:::a::'un=ch::':,':::,:C
b"'o"'lt"ol=m"'a'-giCk
that ench;;tls an any's weapon with tire.
a
'I
It
so
id
visits.
me
High 81eanng
. H!gh
suennum
, Holy Afl!mty
6
G~
Ice Affinity
200
200
500
800
Invokes a magi ckal sigil which clears the following from those who enter:
Poison, Torpor. ~nce,
Burns, and Frost~
effective at __
drivi og foes out of hiding.
700
700
An advanced fa
Thunder Atlinlfy
High Anodyne
1,200
, 2800
High comesuon
HIgh HallCiom
r--;--
Speuscrean
Jump
Maglck Billow
Mag!ck Bolt
~
Start
r-:-T
Swing your sta-Hdownward to stagger the enemY: FallONup attacks can send the enemy to Ihe ground, Press VI
Triangle and ~gain for follow-up.
Launches a magick bolt from your staff. Press repeatedly
tor additional effect. Can add elemental eHect via
enchantments. Press x/Square Repeatedly.
Start
,
Levitate
Focused Bolt
600
3,000
3,000
InterventIOn
ApotropaE.m
Beatitude
_
,nd amplifies the
__
1.800
1.800
1,800
An
2 800-+ An adv,nceO form of Halidom whose 'igil persists lor a longer p,riod of
,
time ~nd cur:_s.! wldel vanett. Of debilitations.
An advanced form 01 Grapnel that blOds even large foes for a longer
5.000
~~.EGfHrne
Invokes a maglCkal slgll around the user that enhances attributes. The user
5,000
may move while the 51g1115active.
An advanced form of Speltscreen that enhances the user's attributes for
a
duratmn.
High Grapnel
,ath,r
:~c~~~~~C:~.f~~:~~j :~~~~er~:i~~e~l:~a~:i~~~s
t---+I-' _
High Bromide
High Fngor
Anadvdnced form 01 Holy Boon tnat extends and amplifies the-enchantment, as well as Ihe recipient's Maglck.
~.
___,
---7
-+
1,800
I 1,800
--;-
Perpetuation
3.500
Attunement
7,000
Start
--t--+C"=
300
,__
I
300
Stabs tees then fiercely slashes upward. Can send foes Ilying high into
the air.
650
_65_0__ O_ffe_rs_th_e_fla_t
of the blade 10 allies as a platform
Lunges in while driving the hilt of the blade into the target. Though lim ted
I in rang~.it easily stuns foes.
_
t)
1,300
4500
____. +--t
4,500
t-
-,----,-_
8,000
10,000
----;
1----+
Pommel Bash
Spark Slash
1,500
LY I
1,500
Whirlwind Slash
1,500
I
2,000
Spins the blade in a swift circle, slashing at foes all around the user.
1--
An advanced form of Upward Strike gifted with greater force, sending foes
Ieven higher into the air.
Damage taken while not defending is stored, lending power to a
devastating counterattack. The power of the counterstrike will increase
based on t_heda~
taken,
Longswordl
Warhammer
longswordl
Warhammer
longswordl
Warhammer
2 000
,
An advanced form of Escape Slash that renders the user invulnerable for
longer and allows for extra artac_kblows~
Longswordl
Warhammer
2 800
,
t-----;
2,000
~
Pierces the air with a roar that draws nearby enemies' attention.
2,800
2800
----+---i',-'3,400
1-----
An advanced form of Act of Atonement that strikes with still greater might.
-
An advanced form of Battle Cry that carries further, drawing the Ire of more
dlstant snernles,
Transfix
Start
-----,Vau~
Start
Devastate
800
Eviscerate
600
AIX.
An advanced form of Hack that extends a chain of onehanded swan slashes across a broader ra~
__
An advanced form of Transfix that withdraws the blade
with a sweep after stabbing the target_"
_
Cutting If/ind
+:
-+-
-:-c:- __
Steps in and strikes, sending the target aloft. An additional command then
7;-+
300
Oashes past the tarqet with tlades extended. delivering slashes that can
be followed with further attacks on contact. Follow up attack with more
presses 01 assigned button to continue attack.
200
-t-__
900
800
An advanced form -;;tB]ting Wind that appends still more strikes to the
onsla~
900
Casts a firework explosive into the fray that stuns 'learby loes.
900
1,250 Looses an exceptionally fast arrow, so thai one may strike before foes
I--_+".:.ol:;.;ic.:....e. Requires considerable Stam_i""'a,
_
4
-+--
~
An advanced form ofToss and Trigger that both strengthens the upward
-r-:-'=+'sl=as:.::h.::.arc;d:.:broaden~esubs:9uent:::bl=as:::_t.
_
2,000
2 000
,
;000
,
1,250
An advanced form of Heptad Shot thai fires ten arrows instead of seven.
1,700
An advanced form of Foot Bind; that binds the target tor a longer period
oftime.
1,700
1,700
An advanced form of Sixfold Arrow that fires ten arrows instead of six.
-f---
2500
IAn advanced form of Reset employable even while under attack, allo~
----
I Looses
---4
foranimmediate
3,300 ~nn~~~~~:i~~~~~a~re~~~e~~i:~!r~~~~e~~::.e user adjust the arrow's
----<
----3,300 An advanced form of Flying Di't that produces an even louder noise.
---4---3,300 ~hoeo~~~sanns:~r~~~~:~e~:~!~g:~It~a~ai~~i~:.'
but delivers a toxin to weaken
------t-------+
Two-Step
Vault
Start
---1---
~
1
Engrave
Roundelay
800
600
! Double Vault
1,100
Forward Roll
2,200
--
--
4,500
An advanced
~rrage.
6,000
~~;~~~~~~
6,500
Exhausts the entirety of the user's Stamina to fire a seeking shot which the
user may steer for a time.
repeatedly.
,__
- ------An advanced form of Gamble Draw that boasts still greater power and can
be steered fora greater length of lime.
An~rm
01Two-Step that appends a whirling
~S~ictjms.
Hold YfTriangle.
An advanced farm of a base skill that kicks at the air to
propel the user In a second Jeap.Prsss A in mid-jump.
Curls forward nto a tumble effective as an evasive
maneuver. Hol!l Right Bumper/Rt a1d press AIX.
700
~
bow. Can execute white moving. Hold left
BumperlL 1 and press Right TriggeriR2.
3 5;-rrheeff~ct
of Health and Stamina restoration items 01 the user is increased
,
by 1,2 times,
- +----6
3,500
3,500
7,000
Keeps your arrows from f1ylOg off mark when you loose them whilst In
motion.
High Necromancy
Holy Affinity
Ice Affinily
An advanced form of Miasma that expands Ihe effective size of the bog and
endures for a longer period of tlme.
500
1,300
torpor upon
___'---
1,000
Invokes a magickal sigil around the user that blinds foes who enter.
Shentium
t ,000
Invokes a magickal 51gil around the user that snerces foes who enter.
VOid;'ll~
I BOO
.
Invokes a magickal sigi! around the user thai strips debilitations from all
atlles wnc enter.
-_ t4-
Brontlde
Comeslion
Exequy
'FrigoT
5 -
1,400
1.400
;;~:::~~i~:
2,600
Invokes a magickal sigil capable of destroying outright any foe held within
its span for a set le_!!gthof time.
1.400
2.600
it
Ignites
2,600
3,000
Calls meteors down from the heavens to land around the user. The user
may~ove immediately after invocation.
1 200
1 200
An adva'lced form of Ice Boon that extends and amplifies the enchantment,
as well 2S the recIpients Maglck
1 200
,
1.800
High Comestion
1.800
An advanced form of
High Frigor
1,800
Maelstrof'l
4.800
Summons a whirlwind to wre~k havoc upon any fops caught in its path.
Seism
4.800
Shakes the earth. causing a stony prominence to erupt forth. stunning and
d~a~ing_foes in a broad rad us
Thunder Affinity
111hlnin9.
1"
3 000
High Voidspell
High Silentium
. High 8rontide
High Bolide
5.000
High ExeQuy
High Fulrrination
: High Gice
High Petrifaction
High Maelstrom
5.000
---t- -
+-t :::~::~::~:::::
::~:::
:~~:j~:~:ocno~i:;;a
5000
,_'
B.500
e;::l::dn:~:e~
1 200 An advanced form of Oark Boon that extends and amplifies the
. ___, enchamment, as w~1I as the recipient's Maglck.
1,200
__,MagickBillow
Start
Magick Bolt
Start
~unches
Levitate
600
3,000
Emphasis
1.200
Increases the abflity to knoelc 1nwn an enemy with speUs that cause it.
Suasion
1.200
Enables you to neQotmtp hlQhpr prir:es for items and eqUipment you sell.
Items are sold for 115 timpc:;Ihp c;pll price
6.000
Gravitas
Acuity
6 000
300
300
lcecourr..e"
300
300
===c.;",
Demcnspre
900 jconverts damage sustained while guarding into bolts of magick. A perfect
block conjures more bolts.
_
__
HoIyW~,
900
Abyssal RIPOSlf
Erects a broad magickaJ wall ahead with the currently wielded weapon.
An advanced form of Darkcounter that persists for a longer period of tim3
and conjures more Darkness.
1,200
Blessed RIposte
An advanced
and conjures
An advanced
and conjures
An advanced
and conjures
1,200
I
form of
Sky
Flame Riposte
Frost Riposte
1,200
1,200
Thunder A paste
Fire Enchanter
Holy Enchanter
Ice Enchanter
Thunder En:_ha-;;
Dark Anguish
Holy Aid
-.----
rs
{ ~ 7
7
Reflect
----
1,600
Enchants the weapon of both tie user and any nearby pawns with Fire.
1,600
r 1,600
d~ati~
e~ect.
Enchants the weapon of both the user and any nearby pawns with
1,600
Enchants the weapon of both tile user and any nearby pawns with Thunder.
3800
,
38;1 Converts Nhat might have been damage into Health fromany
,
blocked
4,000
4,000
4 000 A~ed'form
, ~nchantment,
FlameTr~8
period of
2,000
1 2,000
Holy Fortress
fOr a longer
Enchants the weapon of both the user and any nearby pawns
Darkness,
I 1,600
T
Oamonswralh
1,200
Dark Enchanter
I
and ampli~
Feather Jump
Magick Billow
FrostTr~8
4,000
~c~~~~~Cee~,f~~:~~~:
LightningTran;:--T
4 000
,
6000
,
----t
Abyssal Anguish
MagickBolt
7500
Focused Bolt
Staff
~MagiCk
~~~~dJ
Agent
Empale
3,000
t-I---t---tl
3,000
~tart
Sword/
Mace
Onslaugt
~_t
~~~~dl
Vault
......,
__
5,000
Conjures brilliant beams of light that seek out and smite enemIes
the party's Stamina usage.
I_ ra~ecreases
releaseto.:;de",p;.:_loy,,-'
looses a ball of fire that expicces upon contact, engulfing both the target
an~s~oundlngfoes.
_
+__
Levin
200
High Frazil
700
700
700
: HighIngl,
I
-----'-
High Levin
Brontide
1,400
it
3,500
iiffie and
1,800
4,000
7,000
7 000
rIWhen
your health Is critical. Defenses and Magick Del-ensesa.--eby 1.5
ta6eO
0'-
1,800
Pawns you aid get a boost of 1.2 times to Defenses and Magic\( Defenses
fori minute.
Grants paNns you aid a temporary gain in their Strength and MaglCk-1_2
times for 1 minute.
InC;;;s
the amount of Health restored when rescullg pawns---tlp to
half of their max.
200
1,800
4,000
US!!f
: Frazil
:-+-----1---1---
An advanced form of Holy Glare that conjures mightier beams and remains
~a
longer period oft~
_
An advanced form of Holy Aid that extends the dural on of the eHect.
I repeatedly.
Start
and amp-.-h_'''_S-.-th::-'-::__
s~
__
--r_-r-
:_
i
pull, enabling a gentle landing even from great heights.
Hold A mid-jump_. __
Levitate
t~~Cr~~~~;~~:t~~~~~s
into
Brung
200
Bat!<
CuttrngWlTIi
1,000
~~ ~~v~~ed form of Broad CLt. The path can be altered while executing
, I
2 200
"\iSS
1 400
Slash
-hrust
1,400
2,200
1,600
3,000
sh
7
- -
lash
2 000
'
Is
ill
4000
'
An advanced form of Tusk Toss able to lift even heavier foes aloft. It can
strike foes multiple times midair.
Carves foes to ribbons by splnnl
side. Tap assigned button repeat
An advanced form of Downthrus t that strikes twice. It Is more powerful
and broader in its reach.
2,000
900
Da2ZieHOid
Reset
Advanced Trigger
1,200
I 2,200
Easy Kill
Spiderbite
3,000
Dazzle Blast
2,000
Hundred Kisses
2,000
Instant Reset
2,000
-r:------,--:-:--:c:---:--:-::c
of Compass S
ability to hft multiple limes.
4.000
IStabs
An advanced form of Shield Summons that carries further, drawing the Ire
of more d stant enemie!._
Uses blocked enemy strikes to launch the user into the air and out of
harm's way. Press the assigned button when attacked by an enemy.
1 600
,
An advanced form of Shield Strike that deploys more quickly, shrinking the
user's window of vulnerability.
Dagger
Dagger/
Sword
~~orm
~i;:~:s;~es:h;:;~::~:~:::~:
~~:;:;
Two-Slep
Start
:--r--- ------+-
______,
Dagger
Dagger
---+--+3-0-0-0+:-:-::""::-:-::"":-;-::-~:~:
'---"helghts.
Start
Carve
;aa~dnec~e~~~~es~
into the air using the shield. A supporting technique for
>-----
I~o;
11,600
600
400
Vault
Start-
Engrave
BOO
1
Fundela;
~~~:;:~'-
l-Dagger
Double Vault
Dagger
Forward Roll
5,000
600
r-5
1.800
T;;'o
----I
Defend
Start
1,400
Deflect
--t----+---t
Empale
Start
-----+-Onslaught
Dire Onslaught
I Draws the bow with all the user's might. then looses a shot straight ahead.
Augments the user's vision, allowing them to target distant toes. Each shot
requires extensive Stamina.
1 200
OJ
-:-: __
600
--tI;--
__
900
Quick-Loose
900
1,600
800
Blunting Arrow
----t
Pentad Shot
a frontal ki_Ck_.
Steps in and strikes, sending the target aloft. An additional command ther
detonates a store of powde~Pr~s~ assigned button again after attack.
An advanced form of Biting Wlrd that appends still more strikes to the
onslaught.
700
Concentrates a I
on a single point, easily shredding foes
with meager endurance. Use assigned button, then continue to tap that
button repeatedly.
Dashes past the target with blades extended, delrVering slashes that can
be fonowed with further attacks on contact. Follow ua attack with more
presses of assigned button 10 conti~ ~ack.
An advanced form of Puncture Dart thai is more powerful and can cancel
IaIDe's blo,k.
1,600
900
An advanced form of Triad Shot that fires live arrows Instead cr cree
lfl
the
2 200
~ge
An advanced form of Keen Sight that lets Ihe user sea fanner ana adfUsI
of his or her sight as 1eeded ..
1,200
:~a~1i~~n~:S~:~~~C~::~i~eB~~~tat
3,000
II
the
Entrancement
Sanguinity
Bloodlusl
maw
Preemption
fGlr-=
t; ..
Toxicity
i---
Start
--+800
Seeker Bolt
Hunter Bolt
1,100
Magickal Flare
1,100
Hlccchet Seeker
4
4
-- ~~==
5_
1,500
1,500
I 2,000
2,000
2,500
Bracer Arrow
Ward ArroN
3,200
Explosive Rivet
4,000
VortexTraR
4.000
High levin
Brontide
Comestion
Frigor
Perdition
1,400
~
High Brontide
High Comestlcn
High Frigor
Potential
Resilience
Allure
Regeneration
Magnitude
3,500
~-r----~-7
~,800
I I,BOO
1.800
--------
~~o~~~f~~t~~:~~~:eB~~~~~:.
I An advanced
MASTER LIST
Introduction
Page 68
Ancient
Page 77
Quarry
Frontier Cave-rns
Page 118
Page 120
Page 79
Page I j,j
Page 81
Grearwall
Page 156
Page
Blighted
Bluernoon
Tower
Page 11 5
Gran Soren
Barta Crags
Manse
Everfall
79
Page 8"1
Hillfigure
Catacombs
Page y6
Manarnia
Trail
Page J 5')
Miasmic
Haunt
Page 160
Moonshir
P,,,s
Page 160
Cursewood
Page 100
Cutlass
Pagt
Cape
Deos Hills
100
Page 101
Knoll
Moonshower
Cltffs
Page 161
Grove
Page 101
Mounrain
\Xlaycastlt
Page 161
Dripstone Cave
Page 10:2
Norrhface
Forest
Page 1(,2
Encampment
Page 105
Pasrona
Escan Plains
Page II q
Devilfire
Cavern
IIHaslett
Ser Jerrome
(Quest
Giver)
Ser Ronell
Rift
Ser Cyrus
Ser Georg
Captain
Mercedes
(Quest
Giver)
(Storage,
G Ser Rickarr
(Quest
Learn Skills)
Giver)
Rift
-Ser Roderick
9 Ser Jayce
Ser Ethen
Ser Josiah
Ser Colby
Ser Whitby
Ser Nathaniel
(Inn, Srorage,
Learn Skills)
Jayce (Merchant)
Rift
Salornet's
Grimoire
Quina
Charline
ruined
Mason
tower)
9 Ser Mirek
(Quest
Giver)
Ilona
Rift
Ser Alastair
Ser Peregrine
mRift
Ser Daerio
Ser Tobin
Ser Chesleigh
Ser Frederick
Set Gordan
Ser Thurstance
Ser Gabrian
Ser Mycal
Ser Castor
Ser Sandro
Mathias
Ser Anso
Ser Holror
Ser Edmonde
Ser j irco
Q Ser Serdic
Ser Bryan
DRift
68
Page 158
Cassardis
Ser Iga
Ser Tavin
(Merchant)
Page 16.0
Page 163
Ru.ns of Heavenspeak
Fort
Seabreeze Trail
Shadow
Tainted
Page 17l
Canyon
Mountain
Temple
Page 171
Tarnred MOUlIWill
Pagt
Verda W'oodlands
Page ISO
Vesrad Hills
Page 181
Waterlc(od's Altar
Page 183
Wilted
Page 166
Page 167
Fort
Soulllayer
Page 16-4
Foresr
176
Pag(: 187
\Xrindbluff
Tower
Page 188
Wi~dworn
Valley
Page IH9
\X'itcbwood
Page 190
-~
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II)]
around tbe world. jJnstead, t~ey begin immediately when your party gets close to
a situation that t~ey can influence. r~ese are often battles against powerful monsters
from tbe
creature fails tbe quest, though you can approach t~e monster later to start it again. your group gets erpertence and gold as soon as tbe beast falls,
50
t~is can be a great way to get some ejtra leveling done in a abort amount of time.
1(00k
for a cage and a group of lSandits. itill all of tbe bandits to get credit in tbe same way as an
ambueb. r~e ~osta(Se can be manually released after tbe battle, but you get credit just for winning rbe fig~t.
r~etable
bere lets you know where to look for tbese somewbat random events. 1Ifter you complete tbern, t~ey disappear
Boss Fight
Eslan Plains
Boss Fight
Boss Fight
Wyvern
Boss Fight
Pastona Canyon
Golem
Anytime
Boss Fight
Estan Plains
Drake
Boss Fight
Ogre
you learn wbere t~ey are, make a bablt of looking in tbose areas to try and get tbese bonus objecti"es wbite passing
LOCATION
70
DETAILS
Cyclops
Period: Wyrmhunt Quest (midelej-Fall, 50% chance of ~pearing, -15% chance of appearing if you'\je met the cond~ions for wild Griffins to appear
Chimera
Boss Fight
Ogre
Boss Fight
Ogre
Boss Fight
Cursewood
Chimera
to
Boss Fight
Barta Crags
Gorechimera
tl
Boss Fight
ManamiaTrail
Cyclops
Anytime
12
Boss Fight
Gorechimera
1,
Boss Rght
Verda Woodlands
Chimera
Anytime
Period: Game Start-Fall
14
Boss Fight
Cyclops
15
Boss Fight
Drake
16
Save NPC
Manam!aTraii
Human enemies
17
Save NPC
Vestad Hills
Goblins
18
Save NPC
Oeos Hills
Human enemies
If No.41 has not occurred, Tim3: 4:00-20:00, +Save NPC Set 3-day rule applies
19
Save NPC
OevilfireGrove
Goblins, Hobgoblins
20
Save NPC
Moonsbit Pass
Harpy
Period: lIyrmhunt
21
Battle
Goblins
22
Battle
ManamiaTraii
Human enemies
Period: Wyrmhunt Quest-Fall, Time: 4:0G-20:00, If No.16 hasn't occurred" 50% chance of appearing
23
Boss Fight
Oevllfire Grove
Drake
Anytime
24
Battle
Estan Plains
Saurians
25
BaHle
Eslan Plains
Goblins
26
Battle
Sulfur Saurians
Time: 4:CO-20:00, Period: Wyrmhunt Quest (middle)-Fall, Will always appear if No.24 and 25 haven't occurred.
27
Boss Fight
Devilfire Grove
Cyclops
Anytime
28
Boss Fight
Verda Woodlands
Golem
Anytime
29
Battle
SeabreezeTrail
Goblins, Hobgoblins
SO
Battle
Moonsbit Pass
Human enemies
31
Boss Fight
Cyclops
Period: Wyrmhunt QuestFall, If NO.39 hasn't occurred. 100% chance of appearing, (50% chance if you've met the conditions for wild Griffins
toappear)
32
Boss Fight
Wight
Period: Completion of Honor ilnd Treachery-Game ~nd, Time: 20:00'4:00, 50% chance of ap~earing If No.18 and 41 have not occurred.
33
Boss Fight
Barta Crags
Chimera
34
Boss Fight
Barta Crags
Wight
TIme: 20:00-4:00
35
Boss Fight
Barta Crags
Wight
Time: 20:00-4:00
36
Boss Fight
Cyclops
Anytime
37
Boss Fight
Cursewood
Cyclops
38
Boss Fight
Chimera
39
Boss Fight
Near Cursewood
Wight
TIme: 20:00-4:00
(f
--=:::=-~---=-===--~-
-~-T.:--=
._....
40
Boss Fight
Deos Hills
Chimera
4t
Boss Fight
Oeos Hills
Chimera
42
Boss Fight
Oeos Hills
Golem
Period: Completion of Honor and Treachery-Game End, 50% chance of appearing, (25% chance ~ you've met the conditions for wild Griffins to appear)
43
Boss Fight
Oeos Hills
Cyclops
44
Boss Aght
Cyclops
Any time
._
~_ ....,,~
".
",,..(I;t, ....
.-.>
~v;..~".~,,-_'/'
'"
.(/;., ....
:...;~:.'v~
".:~~
.,"s,'~:,~.~
. .,.,;,,_~,.",;"",.~~~.~.~
' ....4';,
.";,,=.~~v.,,;,,.~,~:~.-::
:,r...",,..~
:V'\".F,;~.~,
,.",/U"./,y:",.,
:,'"v"',L.-
'.',
.,.,;,,__~~~.~---=:-_=_=_~.~.~="!:.~-:~.~
QUEST GUIDE
AREA ENTRANCE
IIStart
LOCATIONS
72
"_"
.(1,\,
..
Defeat the Goblins and jump down the hole to rhe south. A strange stone
immense power. Your hero already has a fair complement of skills and
equipment. Your companion is also a skilled fighter, and he isn't going
rests at the bottom of the chamber. The runes etched into its surface allow
to
you ro summon two more allies. Use me Riftstone as directed, and watch as
falter. You must accompany your ally through the wyrrn's lair, hoping to
tWOpawns form from the ether. These pawns fight at your side wirhour fear
or question.
As the story begins, you are shown how to access your inventory. Do this and
use the lantern that you are carrying. This lights the way while you advance.
Lanterns don't take up space in your hands because your hero cleverly ties it
to his belt. You're free ro continue wielding both a sword and a shield.
Your party is larger now and can withstand much more serious engagements.
You should look for some trouble'
Watch the mini-map to see the way forward. Creep southeast through the
hallways until you meet the next group of Goblins. There are more of them
Your companion takes you through
to be done. Shortly thereafter, the two of you arrive on a rocky ledge. Close
this time, and that makes the fight even more fun. Stay near your pawns.
Grouping together makes it harder for enemies to surround you. It also
by, a Dragon perches on a pillar, ready to strike with its fiery breath. Hold
makes it easier for you to assist when your allies disable an enemy (or need
back until it finishes breathing fire and then proceed with haste.
help themselves).
Two Goblins try to stop you from leaving. Lay into them with your blade!
The Goblins are led by a slightly larger creature, called a Hobgoblin. Focus
more of your attacks on the Hobgoblin because it has berrer armor and is also
more of a threat ro your people. Blind Strike, one of your Weapon Skills, is
quite useful for hurting this foe.
Kill the Goblins and then search the side chamber for a modest amount of
treasure. You might nor need gold right now, but there is a Money Pouch in
there, and thorough searching is always a good idea.
This is your first time in combat. Use both light and beavy attacks to get
the feel for them. Heavy attacks ate extremely slow, so rhey're best used
against disabled or occupied enemies. If your ally grabs one of the Goblins,
he disables them briefly and gives you a chance for such a strike!
1(
long- Vrop
nearby.
The route forward takes you up a small set of stairs. Climb up and fight the
cluster of Goblins along the way. They're in the Holding Room off of the
main tunnel, and they don't offer any substantial resistance.
The next important fight comes when you enter a larger room ro the south.
Inside you find a Snow Harpy. This flying creature isn't easy ro hit until it's
brought down. Watch the Harpy carefully while your companions shoot at
it, and then leap on the hapless foe as soon as it falls. Kill it before the beast
can take off]
Your companions go into the main portion of the room. A small pile of
rubble (to the east) lets you get' down there safely. Mote Harpies, Hobgoblins,
and Goblins attack, and you can dispatch them using the same techniques
that you've JUStlearned.
As the enemies die, several armored men arrive through the southern gate.
They offer ro guide you toward the wyrm. Kill any remaining enemies and
then go through the gate. Search a chest in the next room, and follow the
men through the runnels. The Grand Hall isn't far.
74
The Chimera dies, but a mysterious voice beckons. It speaks in vague terms,
and the story shifts.
CHARACTER CREATION
You are soon taken to the character creation screen. We covered this earlier in
the guide, but we'll go over it again briefly here in case you need a primer.
YOUR CHARACTER'S
GENDER
First, choose a gender for your character. In most games, the difference
between Male/Female characters is trivial or non-existent, but that's not the
case here. Male characters are larger and heavier, and that makes a difference
when they're smashing things around. If you're leaning toward heavier
weapons, males have an edge. If faster, more tactical play is your goal, females
might be a better option.
Honestly, though, it's more important to playa character that you identify
with. Even if larger males are better for pushing enemies around, you should
play whatever you like. Women can still rip through their enemies, even in
And beyond that, you don't want every character to throw monsters
left and right. A monster that stays in place can be killed quickly.
The fight just becomes a bit more dangerous. In any
event, pick your gender and be happy with the choice'
, _
' ,r
~ ;'
=::-.. -=:"
.:-=- .:..,
v ~,
-;,.
v'iC./
-:-.~ -
=."...-~~
~ ~
-=:":-0' ::;;-:-::
Ql fST(,{ ID
A VOICE
There are six vocal presets to choose from. Listen to each before selecting the one you
like the most.
HARBINGER OF DESTRUCTION
Your new hero is a member of a seasidevillage. The skies are clear, the
See the earlier chapter "Vocarions" for help in determiuing which vocation to
fisb are being brought in, and all is well at first. Watch as a lovely day
cboose.Note that this selection is NOT somerhing that you have to keep for the
remainder of the game. Your hero can evencuallyswitch vocations, learning skills
from all of the classes.
After making your choice, search the room for some herbs, and talk
to
rhe
wounded. Leavewhen you've made your choice and then listen to what your
caregiversare saying. Quina is there. Talk to ber briefly and then walk outside.
This is a good time to save your progress. Pause the game and select Save/Quit from
the options that are presented. Saveyour game and then begin your adventure.
This is the end of the introduction. Your character is in the town of Cassardis.The
surrounding area also bas a military Encampment. Look up these areas to learn
about the quests and enemies that you soon face.
Charge forward to attack the creature that arrives, but don't expect to kill it tOO
quickly. You can swing at it time and time again, but the damage you do is trivial.
After a few moments, a scene begins. Watch it. There is little that you can do at
this time.
Once your hero awakes, take a look around the room. You're in a sback with
a number of wounded villagers. A voice speaks, and you are then tasked with
picking a vocation. Approacb the table of equipment on the fur side of the cbamber.
Examine the items and then seleer a vocation when tbe menu appears.
76
" 12%
AREA ENTRANCES
o
o
o
o
o
U Lever
B%
Iron Vest
12%
37%
12%
Hammer
Iron Headgear
14%
Iron Helm
14%
Iron Manlcae
12%
tortca
12%
Steel NutSatve
25%
Salomet's Secret
25%
Decoction of Bandlily
25%
Quarry Key
" 40%
Strange Wall
BalmyPerlume
Locked Door
Rousing Perfume
40%
Monk's Periapt
10%
WANDERING NPCS
Veteran's Periapt
5%
Banker's Periapt
5%
Mounted Pale
Tight Cinquedea
Bloodttirsty
Beak
5%
Iron Beak
20%
Cutlass
20%
Thousand Troops
20%
FORAGED ITEMS
large Coin Pouch
Ogre Strategy Vol. 2
m.:.iil
---
erbs
rult
Greenwarish
Gransys Herb
White Sage
Apple
Font of Vigor
I
I
I
Unremarkable Ore
Ore
Berry
Ring of Guiles
Rre4y Stone
Knight's Mantle
Southron Iron
Adventurer'S Cloak
Mushroom
M ushrooms
Large Mushroom
Avernal Mushroom
Aammica
Shadowcap
Rock
re
Imperial Acid
Other
Hemp
Copper Ore
Tuft of Hair
Silver Ore
Cloudwlne
MONSTERS
Bars
Snakes
Combacanrs
Spiders
Ogres
Wizards
5%
War 81~de
rass
15%
12%
Tagllus's Miracle
It
Feather-Light Pelta
Iron Cuisses
Iron
LOCATIONS
m;:
Thousand Troops
Obliteratrix
Reinfor:ed Longbow
Iron Hammer
Rats
Coin Peuch
Dragon's Spit
40%
Bronze Cuirass
13%
Iron lorica
13%
Helical Archistaff
12%
Ogre Bone
62%
II:'
o.frf!'l'm,,:~
Conqueror's Periapt
45%
Dose of Strength
40%
Thunderclap
15%
--:;- -:'.
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(,I II)!
BASIC INFORMATION
The Ancient Quarry is a dungeon running north to south, dividing the Gran Soren region from the wilderness near the Shadow Fort. The quarry is a superb
spor for mining and for cutting travel times between these areas of Gransys.
The southern entrance is close
to
a Rest Camp. Your patty can leave the caves, sleep, change skills, and even sell excess equipment there. The northern exit is
to
Initially, the Ancient Quarry is rather dangerous. Enemies with both spells and swords are living in the northern part of the cave, and several Ogres ensure
that nothing wanders casually through rhe sourh side. Don't come here
tOO
The main thoroughfare cuts down tbe center of the dungeon. You can't use
it until several side areas are used to bypass locked doors. If you lind yourself
stuck while traveling through the quatry, there's always a route around your
current impasse. Make sure to come down the back way to each door and
destroy the bar on it. That lets your party move around much more quickly
It's easiest
to
killln
start from the norrhern end of the quarry and work your way
south during [he initial clearing. Use the pressure plate on the eastern side
to
tbat bappcne:
open one gate (for treasure), and the next one in the central chamber to clear
the southern route. Once you do that and destroy the bar on the southern
door, it's easy
to
to
their position. When you need healing, simply back away. The same goes
for Stamina. With even a modest supply of healing herbs you can beat these
Ogres at almost any level. It's only a matter of time.
OGRE LOCATIONS:
Southern end of quarry, near the exit
Southern end of quarry, in the eastern loop with all of the metal veins
Alan is a traveling merchant. You can lind him outside of the Abandoned
Quarry, On the Gran Soren side of the dungeon. This guy wants
to
be able to
use the dungeon as a safe shortcut between southern and central Gransys. It's
a good idea, certainly. The only trouble is that the dungeon isn't safe
to
travel
should come together. The gates are easy to open. All of them have either
simple levers to pull or a standing stone that your hero should wait on top of
=-=- --~-~~
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79
MONSTERS
POINTS OF INTEREST
Grearwall
Chimera
Hobgoblins
Miasmic Haunt
Cyclops
Specters
Direwolves
Ophis' Domain
BASIC INFORMATION
Barra Crags is the region of western Gransys that lies beyond the Ruins of Heavenspeak Forrress. The
landscape is rough and hilly, and it's dangerous to walk around at night. Bring casters to defend against
Specters, since they are physically immune. The nearby Miasmic Haunt also has some dangerous Undead.
Greatwall is near the northwestern corner of the area. You have some imporrant questing to do rhere near
the end of the game, but that's not the only reason to visit the fort. A Rest Camp is outside of Greatwall's
gates, and you can restore your pawns, rest, and handle normal inn activities
A large pond with thick, black water stagnates at the base of Grearwall. Don't run down the hill and wade
in there. Doing so causes blindness that lasts for some time.
A wooden palisade marks Ophis' Domain, a curious place. A Cyclops lives there, bur he doesn't appear
to
unless you arrack him. The Bandits at Heavenspeak Fort seem to like the fellow, and their boss feeds him. Perhaps if you bring a Goblin here, the Cyclops will
get to enjoy a light snack.
The Bandirs will not be happy with you if you kill that Cyclops, so keep that in mind before you do anything violent.
AREA ENTRANCES
AREA LOCATIONS
First
Floor
First Level
Underground
~---==---~-~
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GUIDE
II
II
10%
45%
2%
25%
7%
25%
16%
20%
BASIC INFORMATION
The Blighted Manse is an estate that sits at the northern end of Gran Soren territory. If you're wondering,
a manse is a clerical estate. Whichever cleric or minister settled this place had guts! The wilderness nearby
is loaded with Wolves, Direwolves, Harpies, and even larger beasts. The roads aren't even that safe, so come
prepared with a well-rested parry if you're going
to
You can't enter the Blighted Manse in the early game. The guards simply won't let anyone enter by JUStscrolling
in our of the wilderness. To get in, you have
to
be on a quest
to
come
to
to
to
find; it's across a bridge and near the road. You can see it from a fair distance away.
Anyone walking north of Gran Soren eventually stumbles into it. The rear entrance is more obscure. Take the
road northwest from the Blighted Manse and look below the cliffs at rhe Healing Spring
gated off. Initially, you don't have the means
DUCHESS IN DISTRESS
to
Wben you come here during this quest, your hero steals into the estate by
Walk down the steps on the far side of the bridge and
wearing a set of royal armor. Don't cause any trouble with the guards, and
to
in the Receiving Room. Escort the lady down the stairs after switching back
into your normal suit of armor. There isn't much point in subtlety when
Now you can kill any of the guards that approach. They aren'r very rough
compared
to
the monsters that you fight in the wild. JUSt make sure that
Ducbess is with you. Lead her inca the basement, and carry her when the two
of you reach the river below. Pick Aelinore up and jump across the gap. There
80
to
-:- .."':-
REA ENTRANCES
o
o
o
o
First
Floor
LOCATIONS
o
"
IMPORTANT
ITEMS
crt Porrcrysral
FORAGED ITEMS
MONSTERS
Griffin
Skeleton Mage
Snow Harpies
Undead Warrior
Il!J..tn~
l~
~~
'I,!,.
flil
tIIO.'i!;'>[~
lntarventlva
40%
65%
Gryphic Greav3s
25%
Master's Merle
15%
10%
Assassin's Breeches
40%
Iron Bandi'lgs
5%
25%
20%
Peppermint Seed
20%
Iill'
TrooperOutfi1
50%
SilverChestplate
15%
Jewel 01 Health
II!)
Harpy Cloak
Gryphic Cloak
lID
!{!l
L
I
I
"
75%
25%
~!i)j~
Nimble Earring
40%
Iris Ring
20%
Chimera Strategy
Vol. 2
40%
I
i
IJ~~~
35%
,,\]if"il:\1,1'ifr
I~
50%
GryphicGauntiets
25%
15%
Grant Surcoat
40%
Jewel of Health
35%
Jewel of Endurance
;11
Divine Axis
1r,1i1.1iI!f!1"
55%
45%
15%
I
I
'"
35%
GryphicHelm
25%
Vouge Daggers
40%
Violet RIng
35%
II"
!II",
15%
90Y,
PIilrgenstern
70%
lOY,
Bespoke longbow
"
Second
Floor
It
Fj~ryTalon
Chimeric Sabatons
Ill'
,,1i:I.Wlr
1m
ISalubrious Brew
I Harspud Sauce
35%
8'
I1!1I
15%
5%
Silver Ring
10%
Salubrious Brew
25%
30%
25%
Vigor Extract
20%
Goddess Gameo
5%
Serenity Extract
20%
Throwblas:
20%
Blast Arrow
25%
IAndler
lD -:awl
85'10
IC~.oar
15'10
~.
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15%
5%
80%
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Ill!
BASIC INFORMATION
and
continue east when the road finally splits. Push through the windy valley
and through craggy terrain with Bandits, Undead, and the occasional Golem.
Finally, you'll get to the tower. If at all possible, bring a ferrystone, Though
After driving the Griffin back to its lair in the early stage of the Griffin'S Bane
quest, your party must siege this tOwet and find the beast before it heals.
Meet Set Georg at the from of the tower, and then fight from the northern
entrance toward the southern portion of the castle. That's where the actual
tower is located, and the Griffin is supposed to be somewhere at the top.
costly and rate, these items make the journey back ro Gran Soren in the blink
of an eye. It's a major time saver.
Snow Harpies, Skeleton Mages, and Undead Wattiots control the ruined
castle, but they aren't the biggest rhrear (even if the Griffin isn't around).
Indeed, it's the treacherous fooring in Bluemoon Tower that gives the
location such a grim reputation. It's easy to fall off (or get knocked off of) the
narrow stairs and ledges. This can lead to instant death. While that might be
better than a lingering death, it's still not what you're looking for.
to
Protect yourself, save often, and watch your pawns. It's easy to stop and say
"Hey, where is my buddy) Oh." It's far better to realize they're missing when
the fall happens and
to
game might hit an aurosave point and lose you that pawn entirely,
Things look dire when you bump into Ser Georg again. His men are on the
run around the perimeter of the rower complex. Help his soldiers smash
through a closed gate, heading west (counterclockwise around the rower),
Hack at the bat with whatever weapons you have. It takes several rounds of
attacks to break the heavy bar. Don't turn around to look at the Griffin; it's
bad luck and the time lost could be better spent getting through the gate!
Repeat the gate crashing
in the next area. Don't be
distracted, and don't try to
fight the Griffin. This is
not the best place for that.
'
V .. ',
~.
,~
...
'
-'
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~ -. - -=~:-:--:7:-=-
'
~~
..
-~
~
HI
The third gate in the series is one charcannot be broken by your weapons. Instead,
Search the roof once the Griffin is dead. There is money all over the place. A
protect yourself from the Griffin's attacks when it descends. Don't hit back; just
wait rhe monster out. The Griffin eventually destroys the gate by itself
Run up to the roof with Georg and his men. An awesome battle occurs there
as all of you attempt
to
tOO,
toy
to
11
frequent baais.
On your way out of the dungeon, take the northern stairway down from the
tower, Your group comes to a door that is barred; destroy that and you have a
way to go between the entrance area and the tower without going all
the way around the structure.
-;:
,
o.r
.".,~'/-
I'
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65%
Interventive
15%
Flammica
15%
Harspud Juice
40%
Cloudwine
20%
Cloudwine
45%
Ill)
Coin Pouch
Conqueror's Periapt
I[!'
LighlCure
Seeker's Token
[i]
._.(i!if'
;",
Cloudwine
40%
Footstool
45%
Seeker's Token
15%
mr
:1;1
15%
Harspud Juice
40%
23%
20%
Angel's Periapt
24%
Saurian Strategy
Vol. 1
10%
Eessicated Herbs
,~.>
t:J,
30%
Wooden Bands
35%
Talismanic Beads
35%
Coin Pouch
15'%
_mw !iI,'ln(i@
'1;:1..
Cloudwine
40%
Footstool
45%
Seeker's Token
1M
roY'
I
J
I
45%
Hemp
40%
Pickled Mushrooms
15%
,'ill~
15%
15%
70%
,wr :r,~
65%
Flemmica
15%
Cloudwine
20%
AREA
ENTRANCES
15%
!Ji''iQn;11l![
Flammica
I~f:"~
leather 8andings
It!l
40%
Pickled Mushrooms
I;ili
Demon's Periapt
Coin Pouch
45%
Hemp
23%
Conqueror's Periapt
Cloudwine
I
I
I
~'1I~
Flammica
45%
iJiTiti'l!I;,
'"Mage's Periapt
1[1
Hemp
I"
,."Il'!@,
Intarventlva
Cloudwine
IMPORTANT
ITEMS
IiScriptures
LOCATIONS
(New Geme )
84
It
Coin Pouch
"/.
-;;.:;;':
WANDERING NPCS
"
.:
1~;00:
~oo:
Overlook.
[ellm'
'. q::"'-'
Before Off With Its Head
---- -
_2
0930-1200: VOJrhouse
1630-2200: Church
0500-0600: Church
2200-0700: Home
-,-,----,-.Affer Off Wilh liS Head
e'
::00-2200:
Aestetla's Sundries
2200-0500:
~Chiel'S
2200-0500: Church
0700-1100-:
QOOO -2400:
;aoo-1200:
Beach
1600-2200: Return;to
1-=
2200-0700: Home-
Workshop
---
workshop
office
ELONZO
Valmlro's house
0800-1800: R-;wm$to
town, Wharf
1100-1800: Church
~oo:
Returns home
1100-1800: 8each
1100-1800: CI1urch
1800-1100: Returns home
1200-1800: 8each
1BOO-0900: Leaves town
0830-2100:
beach
~Wjth
~O:
GRECIO
~-'800:
0~0-1200: Hom_e__
1200-1 BOO:Church
Notin Cassardis
1800-0800: Home
"~-
2200-0500: Church
~Oo:Store
---__
RTEN
~oo;
Descending cliff
1600-2300 Bar
2300-0800: Returns home
0700-1200: Workshop
1200-1830: AesteUa's Sundries
1830-2200: Workshop
2200-0700: Returns home
I Affer
0600-1700: Ch~u:.:rc::..h
---------l
1700-21 00: ~blo!_ Inn, hill near fish dryer's
.-:r~III'ill'
I 0500-1200: Goes to store
1200-1800: I, front of well
1800-2200: Goes to store
12200-0500: Closes store, returns home
r.mm;rc
0900-1200: Returns to town,~
-------1
1700-0300: Tavern
0500-2000: Church
Its Head
Pablo,- Inn, 2nd floor
I
l
I,'
'
{. ,'"
.... -~. -~
:./
,'"
'V'
<
"
-=--'. .. -
FORAGED ITEMS
CATEGORY
NAME
.-
Greenwarish
Potent Greenwarish
Grass
[Frult
Mithridate
Vegetables
Bringbout
~~
Gransys Herb
Small Fish
Berry
Apple
Mushrooms
Fish
Fishing Sob
Pumpkin
Rock
ISweet
,
I
Goblin Strategies
Wall Strategy Vol. t
Blank Scroll
Hemp
Other
Cassardite
Ore
Moonglow
Rowers
Sooks
Large Fish
Carrot
Mushroom
..
""i-
~l'",
"
WoolCloth
Pretty Stone
Pollen
STORES
AESTELLA'S SUNDRIES
Stag. 1
0.25
340
1,140
0.27
1,050
Stag' 2
Stage 2
Tunic
0.28
Cotton Tunic
0.23
330
2,840
Stag' 1
Stage 4
Stag' 7
Stage 6
O.tO
70
Stage 1
Traveler's Shirt
0.21
Mithridate
0.t3
120
Stag. 1
Hemp Shirt
Bringbout
0.20
600
Stage 2
Linen Shirt
Bottled Haste
0.13
160
Stage 2
Eyedropper
O.tl
240
Stage 2
Throat Drops
0.15
280
Stage 2
Forest Tunlc
0.29
18,300
Placative Srew
0.43
280
Stage 2
Quilted Jerkin
0.28
3,210
Liberating Brew
0.13
280
Stage 2
Faded Vest
1.34
360
Purifying Srew
0.18
800
Stage 6
Skull Belts
0.76
840
Stag. 1
Secret Softener
0.15
500
Stage 6
LealherJacket
0.94
730
Stage 1
Stage 1
Dose of Strength
0.15
150
Stage 6
Leather Belts
0.64
2,880
Stag. 2
Dose of Courage
0.15
150
Siage 6
Chestguard
0.70
3,120
Stag. 2
Wadock'sDraught
0.15
150
Stage 6
2.74
43,200
Stag. 7
Cleric's Draught
0.14
Stage 6
Bronze Lcrtca
t.34
6,740
Stage 4
tsometnclne
0.66
100
1,000
Stage 6
Leather Protector
1.63
12,700
Tnter'Ventive
0.42
1,300
Iron Lorica
1.65
37,800
lightCure
0.43
1,600
Stag' 1
Stage 6
Stag' 4
Stage 7
Shabby Robe
0.84
Panacea
0.59
2,500
Healer's Robe
0.71
670
2,160
Scholar's Coat
0.89
Magician'sSurcoat
0.96
Lantern
0.60
Pickaxe
0.60
AirtIght Flask
0.45
Empty Flask
0.12
1,500
i
i
I
Stage 7
q
IStag.
2.540
35,100
Stage 2
Stag' 7
Stage 1
320
Stage 1
Wooden Bands
0.22
160
Stage 1
20
Stage 1
Talismanic Beads
0.18
Stag. 1
Flask of Water
0.21
90
Stage 1
Funnybone Guards
0.36
Flasko! Oil
0.27
175
Stage 1
Scholar's Bangle
0.44
960
Pilgrlm's Charm
0.61
70,000
Stage 7
Bronze Bangles
0.78
2,850
0.01
Hand Covers
0.52
4,180
Stag' 4
Stage 4
Blinder Arrow
0.03
Stag' 1
Stag. 4
Novice's Bracers
0.75
1,320
Stage 2
Sleeper Arrow
0.02
18
Stage 2
Leather Gloves
1.02
8,740
Stag. 4
Oil Arrow
Blast Arrow
0.01
Stag. 1
Iron Armguard
1.89
25,920
0.27
?
170
Stage 7
Iron Manicae
1.34
22,350
Stag' 7
Stage 7
Throwblasl
0.27
1,210
Stag. 1
Dragon's Spit
".
0.20
980
Stage 1
Short Pants
0.16
240
Stage 1
Traveler's Tights
031
230
Stage 1
Iron Sword
1.32
1,000
Stage 1
Cation Hosen
0.27
210
Tru5tySword
1.47
2,700
Hemp Hosen
0.27
960
1.92
115,000
Stag' 2
Stage 7
Stag' 1
Stage 2
Worker's Pants
0.29
Ingot Club
2.24
134,800
Stage?
Yellow Gaiters
0.15
840
2,150
Flamoerge
3.03
164,800
Stage 7
Brown Leathers
0.26
5,100
CassardiFlamberge
3.95
leather Shoes
Scholar's Boots
280
1,080
Stag. 1
8.41
228,000
184,500
0.65
Chestcaver
0.82
Stage 4
Stag,4
0.74
1,000
Stage 1
Fur Greaves
1.01
1,310
2,520
Stag. 2
Riveted Boots
1.41
3,880
Stage 2
51age4
Bardlche Daggers
0.89
91,700
Stage 7
Budget Greaves
1.18
420
Stag. 1
Wooden StaN
0.65
1,000
Siage 1
Iron Cuisses
2.75
29,160
Stage 7
Ironclad Staff
1.13
2,570
Stage 2
LeatherCuisses
0.86
370
1.64
27,200
Stag' 1
Stage 7
0.34
3,300
97,800
Stag. 7
1.38
138,900
Stage 7
Round Shield
1.21
Shoulder Cape
1.34
800
2,160
Stag. 1
Pelta
Stag. 2
Scarred Sentinel
1.78
71,300
2.67
106,400
Shortbow
0.47
H~--I
0.60
Plain Longbow
Terminal Gyre
!!rcap
~;rCap
600
"
Stage 2
Scholar's Cape
0.73
3,600
Feather Cape
0.28
4,800
Stage 6
Harpy Cloak
1.16
5,300
Stag,7
IStag.
I Stag'
Slag. 2
1.25
46,500
77,800
0;g;~
85,400
Stag' 7
0.32
480
Stage 2
, i.m'
Stag. 7
IStage
Stage 2
0.81
1.29
Stage 2
Criteria
Cast Stone
----I
Throatcutters
Solar Numen
"
Stage 2
Stag, 2
Poison Arrow
Stage 2
250
.j
Stag. 1
,.
120
1,040
Bastard Sword
86
.'
Greenwarish
7
Stag. 7
lOLA'S SUNDRIES
'.
0.46
8,360
Stage 4
~ap
Iron Helm
0.66
4,650
Stage 4
1.76
32,400
Stage 7
i[rQn Headgear
0.88
24,840
Stage 7
Twilight Hood
0.81
26,800
Stage?
. .
Greenwarish
0.10
70
Stag' 1
Mushroom
Berry
0.09
50
0.06
50
Stag' t
Stage 1
Twigbean
0.03
Carrot
0.!2
25
75
Desiccated Herbs
0.23
270
Stag' 1
Stage 2
Pickled Mushrooms
0.14
800
Stage 2
Stag' 1
IJdMilk
0.30
ud JLlce
0.45
ud Sauce
ent Rag
Clolh
-+
0.60
0.07
0.06
I
I
I
I
850
Stage 1
1,750
2,500
Stag' 2
Slag. 4
120
Slag. 1
120
Slage 1
erSap
0.15
160
Stage 1
Mushroom Tea
0.19
160
Stage 1
icating Powder
0.24
Slag. 7
rmlntSeed
0.20
800
2,400
eafOil
0.33
1,600
Slag. 7
Stage 7
2.400
0.19
2,800
:;po f Deliverance
0.31
0.37
2,800
8,000
0.32
5,000
Stag. 7
0.33
1,500
Slag. 7
trice
.Jcuor
fVigor
fConstitution
0.33
1,000
k'slncense
0.26
1,500
0.26
1,000
's incense
ghtFlask
~ty flask
- ko fWater
---
-~
Stag. 7
0.40
'OiltRemedy
..
IStape
IStag'
7
7
Stag. 7
BLE
Slag. 7
IStag.
0.45
320
Stage 1
0.12
20
Stag' 1
0.2t
90
Stag' 1
..
..
[Plebian Trousers
Slag. 7
c"
I'
Cassardl Greaves
"
J
J
I
BASIC INFORMATION
..assardis is the starting town, but don't let that fool you. Dragon's Dogma
filled with quest content, and you end up doing quite a few things here
: you're interested in helping people and getting paid for it. Rerum to
c.assardis every time the story hits a milestone and see what has changed.
The chiefs house is on the upper side of town. The streets run downhill
rom there. Leave the building where you woke up and explore the town.
:':nmarked houses have modest loot, but there isn't much that's worth your
r.rne, Instead, focus on the stores and the inn. These have better treasure to
."lfer (and nobody gets upset that you're stealing all of their goodies). Take
terns from dressers, tables, armoires, and so forth. Sell spare items for extra
cold when you're trying to get better gear for your hero.
When your hero tries to leave town, a gateway appears. A pawn falls through
the gate and practically bumps into you. Seeing this, a villager comes
you can clear nil of tbc quests enrly in tbc Game, but more of
tbem appear periodically. i[~is is not baaed on time in tbe
world, but instead by bow far you've Gotten in the Game itself.
forward to explain some of this curious activity. He talks about pawns and
their strange lack of will or personal drive. He also says that there is an
Encampment nearby where there are likely to be more pawns. This triggers
a quest (Upon a Pawn).
Take the pawn to the
Encampment to fulfill
the quest. You only
have to walk for a few
minutes
(0
get where
you're going.
If you've spent a long time wandering around town, consider resting at the
inn before leaving the area. Sleeping until morning ensures that you aren't
caught outside in the darkness. This is also a great rime ro save your game.
STORY QUESTS
THAT BEGIN HERE
UPON A PAWN
Be~ins: Wilen your hero first tries to leave Cassardis
EMs: After you have lead the pawn to the Eneamprnent,
west of Cassardis
to
road. Your friendly pawn stays close by, and soon there is action
to
to
the
test your
Once the encounter is over, continue along the road. Run all the way
to
the
Encampment. This completes Upon a Pawn and gives you access to a new area.
mettle. A Peddler is under arrack! Rush the three Goblins that are assaulting
the man and beat them down. Your pawn assists throughout the fight, so
there isn't mucb danger.
That said, you can still start
to
hero. As you did earlier, alternate between light and heavy attacks
feel for them. Push around the Goblins
to
to
SIDE QUESTS
THAT BEGIN HERE
get the
A DARK CHORUS
you. And, when possible, keep your current target between your hero and its
buddies. That way, the other Goblins can't attack you without going around
You should be safe once all three of the Goblins have been slain.
Grab this as soon as it becomes available. You have to look at the Notice
Board after returning from the capital.
to
to
return to get your reward, so there is no reason not to take this quest.
Out
-. -. -.-~~ -~~,_.-::~~.-::'",..-:.:-::L:~~~.'=:;_'_
~~;:~
-~w'--
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A PROSPECTOR'S PARTNER
Begins: At the Inn Notice Board (After meeting the duke)
Ends: After you escort Merin to The Shadow Fort
Reward: 5,000 Gold, and 3,000 Experience
Take Merin from Cassardis over to The Shadow Fort. It's a common escort
goal, so you know how to get there by now.
AN INNOCENT MAN
Begins: Talk to Tomlin in the upper section of Cassardis (after meeting the duke)
Ends: When you let Tomlin know about his father
Reward: 10,000 Gold, 6,000 Experience, and 20 Rift Crystals
Cassardis still has a number of quests for your hero, even after you've become
a celebrity in Gran Soren. After meeting the duke, come back to Cassardis
and walk up the road that leads toward the chiefs house. Tomlin is a boy who
meets you there. He's worried about his father, and he explains why.
At some point, combine irems to craft yourself a skeleton key. If you don't
have tbe materials right now, you can simply buy a shackle from The Black
Cat (in southern Gran Soren). Shackles can be combined with hunks of are or
scrap iron to make your key. The Black Cat also sells skeleton keys, but only
one here and there. It's better and cheaper to make your own key,
The next time you're in Gran Soren, check into things for Tomlin. Look for
Take Ansell out to the aqueducts and lead him south to his son. The two
Ser Jakys in the Noble Quarter; he is marked on your map. The guard gives
you a good lead about Tomlin's father. Go into the Duke's Demesne, and look
on the lower level of the castle, in the dungeon; you can reach it by taking
the stairs down from the southwestern part of the keep.
AN UNINVITED
GUEST
Begins: Talk to Pablos at the Cassardis Inn (After the events at the Encampment)
Ends: When you have stopped the thief
Reward: 3,500 Gold, 2,000 Experience, and 10 Rift Crystals
Ansell, Tomlin's father, is in the last cell on the left. Maneuver around the
bars so that you can speak with him. Use your skeleton key to open Ansell's
Pablos is tired of someone sneaking into his business and taking his supplies.
cell. You then need to open the cell across from his to lead the man to safety.
He's banded together with other local merchants to Stop it. Go to the inn and
Don't take him out through the front of the dungeon. This JUStgets you
agree to help, and then talk to Aesrella and Heraldo (the shopkeepers just
caught again the first two times you try it. The third time around,
evening. After night falls, wait for a moment inside the inn and then dash
outside. The thief runs along the main strip in town. If you don't see him
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and he mentions
fairly lucrative,
and that's
Afterward,
interact
called Dripsrone
with the well to climb down into it. The area you enter is
BURDEN OF PROOF
hard enough
to see by lantern
for a low-level
adventurer.
Be
invisible
goes black. Order your parry ro stay close, and let the Saurians come to you
DYING OF CURIOSITY
Begins: When you talk to Merin on the Cassardls beach (After visiting Gran Soren)
Ends: When you find out about Valmiro
Reward: 8,000 Gold, 5,000 Experience, and 15 Rift Crystals
during
second time.
Merin
become
is a friend of Valmiro,
back in Cassardis,
He's worried
look for Merin on the beach. Talk to him, and then talk to people
town to learn more.
Geo Saurians
seen until
aren't often
Gransys
Mayra is usually
Come down ro
to
All of them
think
that Valmiro
at the duke's
Cassardis
behest.
beach between
Cassardis
rhe Encampment.
DEEP TROUBLE
and
Bring at
Begins: Talk to Poll by the well in Cassardis (after returning from the Encampment)
Health
Ends: When you have killed the Saurians that are infesting the well
(e.g. Greenwarish).
Valmiro
Valmiro
in Witchwood,
to the forest.
that the town's been having. If you agree to check out the well,
He's standing
to
your primary
ro Cassardis
If you don't
about
what's
of his friend since you left for Gran Soren. Come back ro rown and
near midtown.
It'll be marked
on
quest!
around
Benita is one of the town's best healers. After the arrack on the village, she
XTERMINATION
return
to
_,;sardis inn and look at the notice hoard. Here you find a task
to
the
kill two
zen Bats. They're found in Dripstone Cave, Everfall, the Ancient Quarry,
a number of additional dungeons. If you kill rhe seven Bats at the front
. Dripstone Cave each time you're coming through Cassardis it won't be
d ro get the guest done. Everfall has even more of them, bur you need
to
the capital
to
to
up
leave Cassardis and gather herbs that are needed to treat the injured that are
to
trees while you're adventuring in the nearby wilderness. When you have five
sunbright, come back to Cassardis.
Give Benita the sunbright (by interacting with her and then selecting
the herb from the inventory screen that pops up). Then go off hunting for
to
get those.
another herb, called moonglow. Rest at the inn until evening and then hum
along the shoreline (in town). On the southeastern side of the map is some
moonglow. You can only find and harvest it ae nighr. Gather the herb, rest
FAREWELL, VALMIRO
until morning, and give the moonglow to Benita. This completes the guest.
ins: Talk to Valmiro as the steps that overlook the beach (after meeting the duke)
- ds: After you've helped Valmiro get ready for his expedition
If ir takes longer than one week to get this guest done, your hero won't
-eward: 15,000 Gold, 12,000 Experience, 25 Rift Crystals, and an improved relationship
,h Valmiro
GOBLIN RAID
-almiro is heading off to
Potenr Greenwarish:
Sold in Gran Soren, and check your srorage in case you already have some;
)"oucan also combine Greenwarish with Sweet Pollen to get what you need.
Lantern: Sold at Aesrella's Sundries right there in Cassardis
our Ambrosial Meat: Buy an airtight Bask, hum big game until one of
them drops the meat, wait for ir to sour, combine it with the Bask, and
then you're good to go. Another way
to
Ancient Quarry and break boxes in the center of the dungeon. One piece
of Ambrosial Meat is there, and it's already sour! This is a big rime saver if
you're having trouble getting the meat on your own.
This is one of the first Notice Board quests in the game, and you can starr
on it almost immediately. Accept the guest at the town inn and then look
Give Valmiro these items and he is quire pleased wirh your hero. This
gets you closet
outside of Cassardis. Goblins are a common sight in the woods nearby. Hunt
to
the lad and helps starr him on the path toward being a
successful adventurer.
to
When you're ready to starr, leave town by the western gate and hunt around
the hills outside. Not only are there Gohlins
to
abound. Open these to get additional items for your hero. Keep an eye out for
FLORAL DELIVERY
the glow of herbs. Floral Delivery is another local guest, and that reguires you
to gee five sunbright herbs. They're fairly common around trees, so look for
(xl)
Reward: 1,000 Gold, 500 Experience, 3 Rift Crystals, and Potent Greenwarish (x3)
If you can't find 10 Goblins to kill on your first pass, JUStstay at the inn in
Cassardis or the Encampment. More Goblins appear by the time you come
back through the area.
GRIM TIDINGS
Begins: Talk to Elvar (a
fisherman in southern Cassardis)
Ends: After you have informed
Merin about Cortese and
returned to Elvar
Reward: 300 Gold, 100
Experience, and 2 Rift Crystals
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Elvar is a fisherman
thar informarion,
go north
side of Cassardis.
You've probably
He and his
Cortese.
he'Il be marked
available.
Getting
Ferrysrone
you ger a
our of this, and those are worth far more than their weight
in gold.
church
becomes
nice. In addition,
Cur West
the quest.
involve Hobgoblin
GUARD DUTY
killing,
and they're
common
in Devilfire
Grove.
sights
Begins: At the inn in Cassardis (after you've returned from the Encampment)
Ends: After you have taken Madeleine to the Encampment and paid her 1,000 gold pieces
going
around
while prorecring
someone
basking
himself).
HE SHOULD BE SO LUCKY
Begins: Cassardis Inn Notice Board (Anytime)
the Encampment,
and returned.
the Encampment
ro a conversarion
berween
rhe innkeeper
It opens afrer
and a traveling
saleswoman
Madeleine.
woman
named
encounter
When
inventory.
you're
but
[r's free
This simple
be able ro ger
around
lirde
an upgrade
rhe wilderness
ralk ro Madeleine
amount
rhings.
unlocked
Rabbirs
Ir seems like a
Ranged
by helping
Madeleine
rhe encampment.
rhere is an achievementlrrophy
In
ser
GUARDSMAN SOUGHT
Begins: At the Cassardis Notice
Board (After 'eturning from Gran
Soren)
Ends: After you have escorted
Adaro to e Shadow <ort
Reward: 5000 Go d 3,000
Exper e ce a."d a Ferrystone
92
ourside
near Cassardis,
rhem, but
or rwo.
sprinting
addirion,
rhe Rabbirs
on rhe northern
is just as effective.
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L-\TIRlAL WITNESS
Quina's whereabouts
to
fighting condition.
to
woman named Selene at her house on the eastern side of the forest. When
you're finished, return
to
this is navigating Witchwood itself. Take a look at the entry for that region if
MYSTERIOUS MISSIVE
Begins: At the Cassardis Notice Board (After finishing
LOST FAITH
Begins: At the Cassardis church
Ends: When you have found and returned the church scriptures
Reward: 300 Gold, 200 Experience, and 2 Rift Crystals
Father Clemente misplaced his scriptures and has great need of them. They
must be reclaimed at once. Talk to Lewes on the way alit of the chapel; he is
often found on the building's steps outside. He admits that it's his fault that
the scriptures are missing, but that doesn't help you find them.
Descend from the church and save your game. The narrow steps that lead
down from the church area are high up. From them, you can jump onto the
rooftops of other local buildings. Look at your mini-map to see where the
scriptures are located; they're on tOp of the building that's marked with a
red circle. Jump onto the rooftops and grab the book. Return it
your reward.
to
Auster for
A basic escort out to the Shadow Fort. This can be done at any time in the
lare game.
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RECONNOITER
Begins:Atthe CassardisNoticeBoard
REQUEST
Reward:SilverOre(x3)
This is the toughest of the initial quests in Cassardis, You can get it from
the Notice Board at any time, but you can't complete the mission without
substantial work. Be wary of taking this quest before you've done most of the
early tasks in Cassardis. Also, bring herbs to restore health with you. You'll
likel y need them on the road I
There are Bandits along the way. Wolves and Saurians show up too! If your
parry isn't ready for the journey, there will be a whole lot of running away.
That's doable, bur we want you
to
Save often, because the quest aurornarically fails if your charge dies. Valmiro
won't do anything impressive to defend himself, so you have
to
The Shadow Fort is far west, past the Encampment. Take Valmiro to the
Encampment and continue north, past the camp. A small valley
ClltS
west
through the mountains, and that's what you're looking for. Fight any wolves
that nip at you, and be especially nervous when you're approaching the
western mouth of the valley. Bandits are likely to ambush your group there
(with boulders and then missile attacks).
RAT CATCHER
Begins:Atthe CassardlsNoticeBoard
Ends:Onceyou havedefeatedsevenRats
Reward:800 Goldand 500 Experience
Up close, these thugs don't offer much resistance, so sprint up to them and
slice them to ribbons. Or skewer/blow them up, as appropriate to your
interests. Hop carefully down the hills afterward, and cur west through the
lowlands. Monsters ate plentiful, so the experience rewards are quite nice.
Grab this quest from the Notice Board at the inn. Don't worry about
completing it until you have another quest to examine the well in Cassardis
(that comes soon enough, so wait for it). Once you've gotten the task to go
into the well, do so. Search the top ledges for seven Rats. It doesn't take more
than a minute
to
finish this quest, and the experience reward isn't bad for
When you get closer to your destination, things get worse. There are many
more monsters
to
buddies), and there is even a Drake! Stick to the eastern road around the lake
in Devilfire Grove. That's safer than going up
to
Use items to resrore Stamina if you get low at a critical moment, and keep
moving until your parry arrives at the Shadow Fort. Stay outside of the
building until you get credit for the quest. Then, you're ready
to
rerum home.
\.
--7-'
a Deer
~CHOLARLY PURSUIT
~gins:
to
forests. It sounds strange thar someone needs to have Deer killed off that far
from home, bue work is woek.
There are plenty of Deer in the Wileed Forese (easr of the Abbey and west
from Gran Soren). That's a good place
to
to
yield much experience or gold. It's one of the better easks eo eake and then
finish whenever it happens. Going noreh juse eo hunt Deer isn't rhe most
efficient use of your time.
VENTURE FORTH
Begins: At the Cassardis Notice Board (After returning from Gran Soren)
Ends: After you have escorted Quina to Prayer Falls
Reward: Panacea (x5)
to
that area for other reasons already (like hobgoblin hunting), this is a good
quest
to
Quina wants an escore into rhe northern part of Gransys. Prayer Falls is near
it to Bloodwarer Beach is similar, but you break off before entering Deviltire
the Abbey, west of Gran Soren. To keep het safe, take the roads all the way
Grove. Your parry has a pass through Conqueror's Sanctuary instead; irs a
up
natural valley that the goblins use like an arena. There are ballisrae ro iire on
from Gran Soren, and Prayer Falls is only a jump northwest from ehe Abbey
the party from higher elevations, and cyclops guard the main way thr ugh.
itself Take Quina there, and you're in good shape, Tbis journey is much safer
Either rush to ehe western gap as fase as you can or fighr everyrhmc r
during the day wben you don't have to face any spectral enemies or Undead.
The beach is down the narrow pass on the other side of the arena.
re
to
the capieal and then move west. The Abbey is almost in a direct line
.ore that Quina stays at the nearby Abbey after she's done visiting the falls.
If you want
to
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AREA ENTRANCES
First
Floor
First Floor
Second Level Underground
First Level Underground
LOCATIONS
First Level
Underground
"
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Restless Earring
,~
Concueror's Periapt
25%
Violet Ring
It
15%
Magick Buckler
15%
I
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Oirewolf Cape
25%
Tiger Bangle
20%
BI~ut
20%
Ogre Bone
10%
Frame Plate
65%
5%
Angel's Periapt
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5%
Angel's Periapt
30%
Ring Of Gt.iJes
10%
15"
Angel's Periapt
20%
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15%
20%
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Jewel of Health
15%
35%
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10%
10%
20%
Headless leon
35%
25%
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100%
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Charm
Violet Ring
i(I,
Angel's Periapt
IQ
Undead Strategy
Vol. 2
Il!l
96
20'1.
1.(;1
10
II
Leather Circlet
70%
:rops
15%
15%
10%
~,.
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30%
2%
Liquid Vim
7%
26%
Salomet's Secret
35%
IJilW'lim
Silverwheat Paste
45%
Missionary's Robe
20%
Dalmatlca
5%
Balmy Perfume
30%
J
I
.\IONSTERS
Ogre
Phantoms
Rats
Skeleton Knight
Skelccon Mages
Spiders
Second Level
Underground
IMPORTANT ITEMS
Third Level
Underground
FORAGED ITEMS
~~If:I'Ji1
Mushrooms
'"",1]1
-lAvernal Mushroom
Rock
Copper Ore
Silver Ore
Ore
Gold Ore
Catacomb Gold
FuUgin Ore
Lodestone
Sorrowstone
Books
Ancient Scroll
Undead Strategy Vol. 1
Tuft of Hair
Other
I
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Hemp
Wool-Cloth
rFlammica
~~
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Skeleton Strategies
15%
sco-cnec Pelta
15%
Mage's Periapt
30%
Balmy PerfLme
20%
Crescending Roar
15%
2%
Veteran's Periapt
7%
Frozen Tomorrow
15"
Purifying Brew
7%
lnterventive
27%
Mork's Periapt
5..
Interventive
26%
Coin Pouch
31%
15'
Throwblast
35%
Light-Cure
20"0
Salomet's Secret
15..
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11)1
BASIC INFORMATION
Light your lantern and get your bearings before going far into the Catacombs. There are dozens of Undead infesring the dungeon, and you can quickly find
yourself surrounded if you can't see what you're doing.
For the first run through the area, go slowly. Area of effect spells and Weapon Skills are preferable for most fights. Fire and holy damage are both quire good,
if you have access to them. Casters with Fire/Holy Affinity and fire spells are very lethal.
Ignore the locked door near the entrance. You have ro go all the way around ro the eastern side and then come back
way, but they don't have any ranged allies. It's easy
to
to
The small corridor sourh from the ladder goes deeper into the Catacombs.
An Ogre isn't far in that direction, so prepare your party for a longer fight.
The second room of
sarcophagi has a lever
against the wall. Use that
to open the door to the next
section of the dungeon.
The path winds back ro the
beginning of the dungeon,
though this time you're on the other side of the locked door. Smash it open!
Then, look around that room for a lever. This controls an elevaror of SOrts.
Take that down
to
Use the tunnels to your advantage. Dart around when your hero needs time
to replenish Stamina, and ambush the Ogre from behind whenever possible.
Never fight it from the froor!
to
find a secrer entrance that is almost at the gates of the city itself.
It's incredibly useful for getting west of Gran Soren without trekking
The second floor has nastier Undead. This is why it's especially good
Catacombs. Your party can skip the entire first floor of the
to
have casters at your side. Phantoms and normal Undead attack in the larger
rombs. Casters should focus on the Phantoms while other characters keep the
Use the lever in the large sarcophagus room to open the way forward. The
connecting tomb has Skeleton Mages. Rush them and keep these casters
knocked down. Melee characters ate very effective against them.
Another tomb isn't fat
to
They're tough, have nice armor, and all of them have shields. Use knockdown
attacks religiously, It's much easier to damage the Knights when they're
quests
on the ground. Harp on the knockdowns until a few of the Knights are
this area.
down, and then switch ro fast attacks for easy damage against the ones
that are vulnerable.
A ladder to the east gets your party down toward an area wrrh ore veins.
\Valk north and kill a few more Skeleton Knights. Then. rruae
(0
your heart's
content. Also, open the chests from the area near the lad er an<:! back behind
the are veins.
98
to
explore
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Take the Gems back to the stairs and look for a door to the north. It's not far
away. Examine the door and watch your hero insert the Gems of Salvation
inca small holes along its surface. The Confessional Cham bet is revealed, and
you meet Balsac. He indulges in a short monologue; that's how you know
that he's a bad guy' Attack him as soon as you are able.
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MONSTERS
Bandits
Snow Harpies
Cyclops
Specters
BASIC INFORMATION
Cursewood is west from the Wilted Forest. A river divides the two areas, so
you know that the transition is near when you start
to
Taking the northern road through the area is safer; you see fewer Bandits up
there, and the Snow Harpies aren't that tough,
The southern road is nasty, The Bandits come in massive raiding parties, and they're better armed than Bandits elsewhere in Gransys. Expect them
major thorn in your side unless your party is well geared and well leveled,
On rare occasions, you can find a Cyclops near the crossroads, or a Chimera deeper in the forest,
MONSTERS
Spiders
BASIC INFORMATION
The cliffs are merciless around Curlass Cape, on the norrheasrem end of
Gransys, This area is difficult
to
west (through a narrow valley), There are Bandits on the way, but once you
reach the cape itself there aren't any serious threats, This marks a place
to
to
the west. All of these are much more dangerous and shouldn't be
to
be a
~
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rnbs
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ling Sprrng
d Garrison
meras
Goblins
Hobgoblins
Snow Harpies
BASIC INFORMATION
Hills is the seerion of wilderness that borders Cursewood, Northface
up on your screen, you know that somerbing large is heading your way.
rest, and the Esran Plains. The most prominent point of interest nearby
the Catacombs, an old series of tombs that were built by believers of an
That can be a good thing. This is a decent place to hunt for nasty enemies
when you want fast experience and a little bit of gold.
An Old Garrison is barely norrh of [he crossroads where you come into Deos
Hills. There are sometimes prisoners kept by Bandits in that camp, so it's a
good place for treasure and some fast adventuring.
[he region; you can be attacked by some dangerous crearures even when
East of rhe Catacombs is a Healing Spring that should be used to aid your
u're Standing on rhe road irself. This includes bigger game, such as Cyclops
POINTS OF INTEREST
MONSTERS
Ancient Quarry
Boars
(Southern Entrance)
Rest Camp
The Shadow Forr
Drake
Goblins
Hobgoblins
Saurians
BASIC INFORMATION
Devilfire Grove is the lakeside area near rhe Shadow Forr; ir's in western
Goblins and Hobgoblins are somewhat common quest targers, and you can
Gransys. Though quite Out of the way in the early game, this place becomes
kill dozens of them up there. They spawn like rabbits, and this is where to
mucb easier to reach once you've unlocked rhe Ancient Quarry and can travel
the herd!
m nrne
to rime. The fight against the Drake is extraordinarily dirnculr =:1. you have
some serious levels under your belt. Until then, stay on rhe rood around the northern tip of the lakes-you're
r ~oes
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(,I'IIll
AREA ENTRANCES
LOCATIONS
WANDERING
NPCS
FORAGED ITEMS
tHmt'
1m:'Jr.
Greenwarish
Grass
Potent Greenwarlsh
Mithridate
l-erbs
Rowers
Fruit
Gransys Herb
Purple Anise
Sweet Pollen
Grandgrapes
Berry
Small Fish
Ash
r--- --Mushrooms
large FiS_h___
Mushroom
r-:large
---
Stagnant Shroom
Rock
Copper Ore
Sliver Ore
Sand-Layer Ore
Flammica
Other
..__
MONSTERS
Bars
Rats
Saurians
Snakes
102
Hemp
Cloudwlne
:I
Desiccated Herbs
Pretty Stone
Ore
IJ'jJjOOlJ ~
Leather Cap
Mushroom
---
IU
:.I.. ~:r'llrt!~
Coin Pouch
40%
Picklea Mushrooms
30%
light-Cure
45%
I{j'
30%
Vigor Extract
10%
Coin Pouch
40%
Coin Pouch
50%
Jewel of Health
5%
Harspud Milk
40%
Balmy Incense
I~
Bone Flate Armor
10%
IIiIiHi1:Hi11ill11
70%
Verdant Hood
10%
Hand Covers
20%
..
,-
'
BASIC INFORMATION
Dripstone Cave is reached by encering rhe well in Cassardis. After your
"arty descends inca the darkness, open your inventory and use the lantern
<{)
that you can see what you're about to kill. The ground is littered with
Rars, nakes, and Bats are allover rhe place. These lesser monsters can't
burt you much, bur it's srill important to fight them aggressively. They do
damage in numbers and you get experience fat slaughtering them'
mushrooms, occasional coin purses, and other minor treasures, but there isn't
much of great value nearby.
A small waterway runs beneath the ledges. The route to the right (from
where you enter) leads to a bridge. Hop down into the water below and look
for a few chests. Loot these, and then search rhe upper tiers of the cave.
When you reach the end of the upper ledges, your party finds another seerion
of the cavern. You have to leap down there to explore it, but tbe drop is
modesr and your hero doesn't take any damage. Also, know that you can
climb back up by jumping from tier
to
Once all of the Saurians are dead, you can take a moment to rest. Search for
Now that you're loaded with treasure, use the southern exit to leave the cave
treasure around the cave, and then look through the final few rooms of the
dungeon. An herb chamber is nearby. Loot the herbs from there and open the
chest. Then, break rhe lock on the southern gate and take the last hallway Out.
A place called the Station Room is on the way. Look through there for several
money pouches and a considerable amount of gold (as well as another chest).
Deep Trouble
Your hero hears a cry from the well while coming into Cassardis. This occurs
well after you've beaten the earlier run through the Dripsrone Cave. Wait
at least full week and this quest becomes available. Go into the well and
meet Rorrie. He's a bir tipsy, but he's a courageous fellow. Hearing foul
sounds from deeper in the dungeon, he was considering going out to Stop
the monsters. But, he's quite happy
to
to
destroy rhe eggs as quickly as possible. It's important to hurry, because more Saurians arrive if you take tOOlong ro destroy all
to
complete rhe quest, you have one small problem. The Saurians have a leader, and it is not pleased that you've
obliterated all those eggs! Destroy the eggs in JUStover a minute to prevent this tougher Saurian from arriving.
Your heaviest person should hurry to knock down the bigger Saurian and the two guards that came out of the submerged cove. Though large, the leader is
still fairly easy to knock down. Keep the group pinned in this way while the rest of the party does rhe real damage. It's an easy fight if you're aggressive!
Groups without a knockdown character should kill the two lesser Saurians first, as they're easy to eliminate. Once the leader is alone you can surround it and
make sure that damage doesn't come in quick bursts, Your people still rake major damage, bur irs predictable and easier to heal through. Even if a pawn goes
down you can ge,
to
rhern and revive the wounded ally without having multiple enemies on your back.
[04
AREA ENTRANCES
I Before completing
I
Off With Its Head
LOCATIONS
0000-2400: Plaza
IMPORTANT ITEMS
~~~_========~======~===c~~~.~~~~==
0: The
Eirsr
Journal Entry
==~==-=_~~
0000-2400: Plaza
Its Head
WANDERING NPCS
0000-2400: Plaza
.-
I
I
I
-~
:_.:.:::-
---
=::_
_" ~.
-:=-:---:-_
-. -
=: . -~.=--.. -
STORES
FORAGED ITEMS
CATEGORY
NAME
Rook
Greenwarish
Grass
Potent Greenwarish
'Herbs
Gransys Herb
Sunbright'
flo",rs
s Elixir
~~~--
SOORC
0.12
SOORC
Challenger's~
0.12
SOORC
Utilitarian's Elixir
0.12
~O~lh~'~r
SOORC
~ator'sEtixir
Harpy Strategies
Books
._ -
0.12
Moonglow"
I Sweel Pollen
~.,
Copper Ore
Ore
_
.
_____
SOORC
_0.12
0.12
SOORC
Nexus's Elixir
0.12
SOORC
Pioneer's Elixir
0.12
SOORC
~~'SEliXlr
---
--
AcquisItor's Elixir
Neutralizing Elixir
~m
~:acePigment
0.12
500 RC
0.12
3.000 RC
0.39
1.000 RC
0.39
3.500 RC
0.39
3.500 RC
0.39
3.500 RC
0.39
3.500 RC
0.39
3.500 RC
0.39
3,500 RC
0.39
1.000 RC
-039
0.39
2.500 RC
~Blue
Hair Dye
flower Blue Hair Dye
0.39
2.500 RC
0.39
2.500 RC
0.39
2,500 RC
0.39
2.500 RC
0.87
20,000 RC
~kln
Pigmenl
_____
Art 01 Metamorphosis
0.87
40,000 RC
0.87
60.000 RC
0.87
0.87
0.87
0.87
0.18
G1U'
0.07
B.~~.~.!:yegrasses
0.07
~_E~e_glaSSeS
Gold Eyeglasses
0.07
Red :yeglasses
0.07
80,000 RC
100,000 RC----2,500 RC
2,500 RC
O.lB
Secret of Metamorphosis
2.500 RC
7,000 RC
~~RC
:.
--
--
12.0~C
3,0000 RC
- -
70,000 RC
300,000 RC
I!
Premium Ring
0.20
0.20
Premium Earring
----
1,500.000 RC
3,000.000 RC
BASIC INFORMATION
Though small, the Enlistment Corps Encampment is a place for brave folks
co stick around. The Encampment doesn't have many amenities like Cassardis
co gather and fight against rhe dragon and other dangerous monsters of the
or Gran Soren.
realm. Situated near the ocean cliffs, the settlement looks our over the beach
and the road.
However, a strange man named Johnathan has a Store where you can purchase
rifr items. He's found near the Rifrscone in the camp. This is something that
Inside the wooden palisade is a Notice Board, a place co rest, a Rift, and quite
you use in the post-game, when it becomes easy co accrue more Rift Crystals.
a few knights. Rest at the headquarters and learn new skills there if you have
the poincs. Besides coming here for specific quests, there aren't many reasons
Walk back coward the entrance of the area. Even as you do this, a beast
approaches the camp. Follow the waypoint toward the eastern gate of the
Ends: Once you have interacted wilh a Rift, slain a monster, and returnee
area and exit the Encampment. Perhaps you can prove yourself by fighting
this creature!
As soon as you reach the Enlistment Corps Camp, your character is called by
an ethereal force. Follow your pawn into the encampment and earch for the
source of the voice. There is a rift behind the inn, and that i where the voice
originates. Go there and interact with it. You stand
CO
allies by impressing the pawns that speak co you, but they need
to
know
to
clear the
Look near the creature's body after the fight is over. Grab the loot that has
fallen and then return to the Encampment. If you took damage during the
fight, rest while talking
to
Interact with the Rift. This completes Call of the Arisen and
should have enough Discipline Points for a new skill. Talk to Ecbal about
that as well.
to
by others online, craft the visual aspect of your ally as carefully as you would
your own. The more attractive and powerful your companion looks, the more
likely they are
to
-- ---
VI
I SI
(.I
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IIlI
When that is done, you are asked a series of questions. This shapes rhe pawn
that becomes your permanem companion. Before answering anything, rhink
STRENGTH IN NUMBERS
Begins: When you talk to Ser Berne after the Cyclops battle
about the type of person who wiU best complemem your hero. Are you
aggressive and bold> Maybe a more cautious aUy would be suitable! If you're
the rype that hangs back and plucks away at enemies, then someone
to
get
Ser Berne approaches your party and offers to train your hero in pawn COntrol.
This doesn't take very long, so it's something that you should run through
immediately, There are several shore rests, and then you're free
to
go.
Hauling Freight
Your team has to grab boxes from the top of several platforms. As soon as the
trial begins, race for the back of the area. Watch where your pawns are going
and make sure
to
that doesn't have a pawn and go for that one (climb by interacting with the
base of the ladder). Grab the box up tOP and hop down from level
to
level
to
from your budding group, we suggest thar you Starr with a well-rounded
party and branch
Out
from there. Make sure that you end up with at least one
Hurry over to the open dirt mound that Ser Berne showed you as the trial was
loading. Pur the box down in that area and talk ro Ser Berne; this concludes
the test.
lOS
-_.
_ r Berne ends the cballenge as soon as you've taken out the last dummy.
A Rl.:1)E AWAKENING
Begins: When you talk to Mercedes at the Encampment and choose to rest
"he next set of targets resists damage from certain sources. You get another
hance to see if your team is lacking in any particular area. As the trial starts,
rice the colors of the dummies. Red targets ate vulnerable
to
melee. Grey
ummies aren't. If you're a melee fighter or archer, hit the red guys. If you're
caster, slam the grey ones instead. Rely on your party to bring down the
scarecrows that are immune to your damage type.
Mercedes is one of the knights at the Encampment (she's on the western side
of the area, close to the headquarters). Once your training with Ser Berne is
complete, she discusses the pawns and then offers to let you rest. Go ahead
and do this if you're ready for the next step in the story. A horrible beast
attacks, and your hero is again called on
As we said, this test only points our if you have any glaring
weaknesses in your parry configuration. Passing this
doesn't mean that you have a party that works for every
encounter and every quest. Stay flexible in your thinking!
Always look for ways ro exploit a team of pawns. If melee
seems especially powerful in a given area, donr be afraid to
stack a couple of Fighters. When enemies ate too brural to
approach safely, lean on ranged weaponry.
Only think of your hero and your long-term pawn as
permanent party members. The other two slots should be
for floaters.
Leave the training yards after you finish this set, and go back to the
headquarters. A brief scene interrupts this as a strange, robed person walks
through the camp.
to
".~.
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---==-~~-=-=---~-_:~
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--.
Mercedes
norrh.
rhanks
to
againsr
Waycasde;
rake you
to
it's a tower
there already
any farrher
in that direction.
Mercedes'
quest is the
constant
only way
open central
to
Gransys
side of
the guards
Archers
prevented
take a moment
Harpy
attacks.
against
the
to your parry.
with anti-air
swinging
Weapon
and
down.
the western
incapable
of
threat
as your team
Watch
Waycastle.
your
to
to
Mercedes
Use the
command
to
on your
party
the \Vaycastle
mueh
evening.
because
Soren quickly,
there
at night
which
visibiliry
arc Undead
attack
can remove
before nigh,fall.
I}~;..,,---=---===========-====----=---_~~.J\
Mercedes
cart to protect
it from monsters
the north.
her along
though
the
begin almost
Goblins
ground,
110
and
Fight
tbe Harpies.
Almost
everything
group. Jumping
attacks
rock!
get
are
in the
rolling
in concert.
and Bandits
of
the underside
might
if you leave
of the limited
in the wild;
of a gigantic
if at all possible,
in the afternoon.
harder
to creatures
g<"t to Gran
investigating
status ailments,
draw you
2_-_
<-.,
v/,
'",
~:
-~:=-~ --=_
,
,~~
- ::-~- -~-
:. .. _ --:.-:-:- ~-~
-~_ - "ow
=-:~--::-~_-::-::-:-7~. ~.
---!: :---:--
'
w"__
III
SIDE QUESTS
THAT BEGIN HERE
attack. Luckily, there aren't any Hobgoblins with them, so rhe fight isn't
as vicious as it could be. The enemies have numbers, bur they lack staying
power. Use aggressive
Weapon Skills or spells to
knock the enemies down
or otherwise hurt them
A FORMLESS FOE
Begins: A the Notice Board in the Encampment
Ends:
wren you
00
to
to
to
to
A HERO'S WORTH
Squash the new Goblin squad that arrives. You aren't far from the capital, but
to
the Catacombs
these creatures.
AN AIRBORNE PLAGUE
Begins: At the Encampment
Switch to any Fire damage or Holy abilities (like Holy Boon) during the late
to
the right damage type makes short work of them. Even if you don'r, rheir
After that, the cart pulls up to rhe gates of Gran Soren. You've made it!
Mercedes lets you inro the city. This stage of the quest completes, bur rhere's
a huge amount of questing to do in the capital. You're going to be busy there
for a long time.
._
:.;
...
-:--:"~:-:-;.,
~~:",_:::-7:-:;"-.~
..."
:~~=~~".,,-:;.~
-=:-~. ":M'--~-::-;--.--r ..
.. u_---:~~
(.1 IDE
Skeleton Mages are found in several dungeons. The Catacombs are a frequent
ARISE TO POWER
Begins: At the Notice Board in the Encampment
Stop for your party, so consider hunting the monsters there. Wait until you're
(After Starting the Wyrm hunt)
doing another quest in the area and get exrra credit for your work.
(After
Oxen are a common sight near the capiral. Kill them inside the city in the
Craftsman's Quarter (inside
a pen along the western
wall). Then, bunt them
in the fields outside the
southern gate. Do this
every couple of times you
visit the ciry and you
Saurians are common through southern Gransys, especially by the wetlands
northwest of Witch wood. You can't even cross that area without finding
streams that the Saurians use for sunbathing. Hunt them in the day fat added
safety; it's easier to see what you're getting into!
Kill more Seabirds along the coast between Cassardis and the Encampment,
As before, ranged weapons and spells are infinitely easier to use than melee
atracks against these flighty beasts.
BASIC TRAINING
Begins: At the Notice Board in the Encampment
Ends: After your group has defeated eight Spiders
Reward: 1,000 Gold and 1,950 Experience
The closesr Spiders are in Wirchwood. An important quest, Lost and Found,
sends your group there, and it's best to complete this task at the same time.
The Spiders are small pests
and shoot at your hero.
Squish 'em in vengeance!
If you're seeking
Witchwood before doing
any other quests, here is
how to get there: leave the
Encampment and head
north until you find a small valley rhar leads west. Go through the valley,
fighting Wolves and Bandits. Turn sourh at the next road. It leads all the way
down a hill into Witchwood.
112
EXTERMINATION
(2)
Tbese aren't rough creatures,but they arrack in largegroups. Tty nat to ger too cocky!
ray nearyour alliesand watch your health.
If you re on the way coWirchwood, fight the Wolvesin the pass and continue on the
southern rood ro get any remaining kills, This is a good quest to do while looking fat
Quina in ~ irchwood(youget Lost and PONndaround the same time as this quest).
FINAL FAREWELL
Begins: At the Notice Board in the Encampment
them in a passage under the duke's castle. It's reached from either the casde
dungeon or via a door down in the city aqueducts.
This one is a piece of cake. Hobgoblins are allover the world, and you can't
to
Gran Soren
shake a stick in the western regions without stumbling into hordes of them.
The areas near the Shadow Fort are perfect for Hobgoblin hunting. Have a
good time, and enjoy the money you get by selling the Teeth of Gold!
RUFFLED FEATHERS
Begins: At the Notice Board in the Encampment
Ends: After you have killed two Seabirds
Reward: 750 Gold and 1,000 Experience
There are plenty of gulls down on the beach between the Encampment and
Cassardis. You can also find them down on the beach inside the town of Cassardis.
Run down the beach and use any ranged weapons that you have to take out the
gulls before they fly off. If you don't bave anything accurate for ranged kills, look
for Weapon Skills like Skyward Lash and bope that the gulls in tbe middle By
toward you instead of away; they do that sometimes. Reset the gulls by going
inca a [Ownand coming right back out.
Larger weapons are decent for jumping attacks against the birds, but this takes a
painful amount of practice
[0
SUPPRESSION
perfect.
(3)
As if regular Golems
weren't tough enough,
you have
HOUNDED
BY FATE
to
-:-:;-. ~~
;,.
~\
~~ ~',::--=:-.-_j;.. _-~
'
C/
~'
VI I SI (,I I Ill
POINTS OF INTEREST
Ancient Quarry
Cape Pacrforge
Catacombs Rear Entrance 1
Catacombs Rear Entrance 2
Miner's Hut
MONSTERS
Bandits
Oxen
Goblins
Phantoms
Saurians
Spiders
Undead
BASIC INFORMATION
The Estan Plains cover the wide fields that are west of the capital. They're adequately safe during the day,
with groups of Bandits popping up among the ruins. The rivers have Saurians to avoid, and the western
hills are scary at night because of the Undead. If you're exploring beavily, bring one or two magick users to
ensure that your party has non-physical damage, and preferably Holy or Fire Affinity as welL
CAPE PACTFORGE
Cape Pacrforge is quite easy to miss. The cape itself is located by the cliffs thar are moments from rhe
sourhern gate of the city. You only need
aren't any enemies
to
(0
loot.
MINER'S HUT
There's a small building on rhe western side of the plains. It doesn't look like much from the outside, bur to
be fair, it doesn't look like much on the inside either. Open the chest our back, kill some Spiders inside, but
mostly JUStleave the place alone.
114
(...
, /
--:.~.--~=-.. ---=:---:.-~
Level
I"
m.!m,iB
Iii'
lQl!nh;I
2%
Magick Buckler
15%
18%
Two-Hander
45%
20%
Bronze CJirass
10%
30%
60%
4i_1i
@..
45%
2%
Adventurer's Cloak
35%
Petrifying Arrow
12%
Feather Cape
20%
Foreign Knife
t6%
Throwblast
20%
Silverwheat Paste
20%
!I}'
Hand Covers
40%
Jawelofnme
Sliaut
I~..
Mace
ThrowOlaSl
SpringWater
10%
Light-Cure
I)
5%
50%
Bone Armor
I@~ It(;
..
5%
Scale Coat
I!>
30%
Pl~.,
60%
30%
"11
Coin Pouch
"Coin Pouch
Martyr's Talisman
I I Hand ca.",
I l8ror.ze?s.~ es
I I Dus,
s=
30%
30%
40%
,r'l~
ID1fi1
20%
Bronze Bangles
20%
Steel-Iced Boots
20%
40%
!Sc.oIf!~""
l~",-=e- :i"'~
l~=~
50%
35%
15%
Skeleton Knight
Tactics
"
15C/o
'"
62%
Pretty Stone
2%
Poison Arrow
16%
Dragon's Spit
20%
L:lill:
,-
Reinforced Longtlovi
Verdant Hood
20c/o
Skulkers Mask
20%
Silver Ring
10%
Coin Pouch
20%
Light-Cure
15%
IJiMj~
Coin Pouch
I!.
20%
Magican Crutch
20%
Leather Circlet
20%
40%
lifi~,,(llof:.
_,
.t.; -.::;::;:- ~
.:
,~~r
'
_,
V ..'
<.-
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: ..
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CO'
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..
:;:::::-.
QI EST (,I WE
---
AREA ENTRANCES
LOCATIONS
IMPORTANT ITEMS
m Engraved Lever
FORAGED
ITEMS
MONSTERS
Bars
Harpies
Skeleton Mage
Skeletons
Ogre
Spiders
Skeleton Knight
Undead
Wood
BASIC
INFORMATION
Everfall is a circular romb that descends
five levels into the darkness. It's a haven for Undead,
so bring a parry with plenty of magick. Preferably, rake
two casters char each have access to either Fire or Holy
spells. Holy Boon/Holy Affiniry is nice because ir lets the
physical characters have more fun.
The highest tier of the dungeon has Spiders, Bats, and little to rhrearen your
group. Don't ler rhat lull you into a false sense of security. Undead and a
number ofSkelerons are waiting a few moments away'
'.t.; .
=======::;
i
I
The Undead come out into the spiral area afrer you. The
hallways they come out of arc fairly narrow. so this bunches
the enemies together. Use area of effect magick
to
quickl)'
destroy them.
~~...........
================ -._.~.
.
116
~,o. ~
ugh the first side chamber that you reach. This lets your group
'n
'em rhe locked gate that blocks the main corridor. Kill the Skelerons
ay.Go down those stairs bur do nor inreracr with rhe srrange
-har room, and come back our ro the main hallway when you're done.
ow on the other side of that gare. Use a lever against che wall ro open
err c
to
rhe worn below. For some extra treasure, go through the northern
hai, .. )
15 a
srde room called the Ceremonial Cage. Go through there; the gare
ar the far end is locked. Some creep pulled the lever off of rhe gate's locking
.dvisable to rake the big sucker our at some point. Ogres are always a
mechani m and hid it. Whar jerks! To find it, open all of the sarcophagi in
'. bur it's worth it for the experience and an easier rime in rhe future,
the room A keleral Knighr is sleeping in one, and he pops our ro fighr you.
He's a joke because your entire parry can wail on him while he's sriII getting
ser up. This steals a fair bit of his Health before the fighr begins.
Search his sarcophagus for the lever, put it on the gate's mechanism, and open
the way. Inside are two treasure chests.
to
Throne. If this is your first rime in the dungeon, you starr an event by standing
on rhe central circle of the room with your entire party. It's an exciting finish
to the quest Litre of the Abyss. A scene plays when the circle activates. After
watching the scene, RUN! Leave the dungeon as fasr as you can to avoid the
worms that appear. They just keep coming, so resistance is futile.
Run up the stairs and flee the dungeon as fasr as you can. Use the lever near
the top a couple of times ro get rhe gate open again, or run through rhe side
chamber. Either way, rear Out of Everfall POSthaste.
Tell the people from the Pawn's Guild what happened in there.
._:._:_.
1...:..
-~- ..
"'";;--. --:-':~
"~.,:;" ~;-..'"
~w
-~-----=::-
7~;.: ~
-";
~_;~ -"'~~'__::::=--~
.
-:::.;_-:':-:': .
~~_~
-."::'
'-==..: ~ ~~~
'::'1';;'"
~.._"
-'";:
VIIFS', (;IIIIlE
AREA ENTRANCES
IITo The Shadow Fort: Firs[ Level Underground
AREA LOCATIONS
a Proving Grounds
8 Locked Gate
FORAGED ITEMS
Cloudwlne
MONSTERS
Cyclops
Goblins
Hobgoblins
IIi.l
IJI
If
1E!i'Ql"",~~
Ir!"
...
",,~_j1!
fluted Bow
12%
Scorched Petta
13%
16%
Bespoke Longbow
12%
13%
Darkened Gloves
16%
Master's Merte
12%
Caladbolg
13%
16%
GryphicGauntlets
12%
Crescending Roar
13%
Ring of Argent
16%
Assemhled Sleeves
13%
Malignance
12%
Noble Earring
18%
Runic Bangles
13%
Fiery TaJon
12%
Harmonious Earring
18%
Assembled Breeches
13%
Divine Axis
12%
13%
Frozen Tomorrow
12%
;__
~.'"
~~-:__-z:=_
-;-~.
-1'i':'
.: ' :~~
_::_~~-~_~_' __ ~--..,:
.~; .-
-:
-:-",'"
~.;.".
--,';"
__-_~;
~.-
....
ASIC INFORMATION
p yrur guard
up when leaving
a passage
Frontier
Caverns
connect
tunneled
underneath
the Shadow
Fort. It's
through
runnel.
and
A CHALLENGE
is available
in the post-game
to
comprehensive
el on the northern
More Goblins,
the retreat.
that
ThIS quest
the dungeon.
in that chapter.
tier Caverns.
another
Cyclops
Instead,
it's a Hydra
that attacks.
re is loot all over the first room you reach in the new area. Money, herbs,
potions
litter
everywhere,
in armor.
in Gran Soren.
IS armored
e most damage
..Jghrning
to
pound
unarmored
Grounds,
and you
He is the target
to
bones to make a
the siege
areas throughout
or
spells
This Hydra can't be killed with the loss of a single head. You need ro beat this
thing all the way down. Melee should stay close to the main body; the Hydra
Don't
doesn't
up against
it. Ranged
Support
characters
must
your pawns by
throughout
walk right
the fight.
past it.
Chop off heads as fast
as you can to limit
aggression
With
the
of the Hydra.
fewer attacks.
Aim for
you destroy
the heads
necks after
each head.
These heads grow back, but it takes time and you get fairly heavy damage
on the Hydra
resources
and endurance.
steady
healing
When
the Hydra
The damage
and a number
dies, you
of herbs
-::::;-;:-::.
.. "
'
-',-
:;
~'-
~ ~:.:::,..
~.~,
A ENTRANCES
Up to Gran Soren
B To The
CAREL
Everfall:
~
Q To Gran
Soren Castle:
0630-1000
storehouse
1000-1600
2200-0630:
Fountain Plaza
Carr"'ies-;bo"-xe-s
:-bac-:-k-and7:1-C
f:--rom------j
ort"'h
Craftsman's House to storehouse
.
I
J
J
..
A LOCATIONS
nee Board
Craftsman's
fa Passage
wI edge Chair
DANTON
House
Gate
2030-0730:
PostGame
mi rh 's Alehouse
--unellia's
~Field
e
e
Apothecary
axton's
Armory
Venery
Madeleine's
Shop
fJ)
~rban Quartet
:-ounrain
@J Merchant's
Square
Inn
Castle Gate
Devyn's
Aqueduct
0500-1200: Cathedral
0600~2100: Forge
PostGame
2200-0600: Cathedral
0600-2100: Forge
Post Game
Quarter
Pawn Guild
ED Fournival
Portcrysral
GJ Knight's
Manor
En Rooftop
Access
rnithy
EDGAR
House
ED Noble
Barber Shop
2200-0500: Cathedral
0200-2300: Near Arsmith's AlehoJse, Noble Quarter, to
Castle Gate, Returns to Alehouse
Manor
J
I
J
PostGame
Q Craftsman's
Quarter
~Slums
BAUDRIC
0700-2100:
PostGame
EUGEN
0900-1400: Enters town via Craftsman's Quarter gate,
Smithy, Fournival's House, Devyn's Barber Shop,
Arsmith's Alehouse, ExIts
~600:Not~ln~G~ra~n~s~0=re~n-------------;
1600-2000; Enters town via Craftsman's Quarter gate,
Smithy, Fournival's House, Oevyn's Barber Shop,
Arsmlth'sAlehouse
IMPORTANT ITEMS
:'
o
I)
1000-1900:
Token
Tower)
~
E:~terstown via Urban Quarter gate,
Fountain Plaza
BRICE
~o:
Post Game
~oo:
Post Game
Third Journal
Entry
ED Seeker's
Seeker's Token
ED Seeker's
7300-0900:
e,:oll!' ,
CD Seeker's
0600-2000:
Leaves home
1030-1600:
1600-2200:
Demesne
r~oble Quarter
J
J
J
cc.- ::::: .. - ::'_o; .. c-:, ... "-!::, ... - '?~.. :,c:: - -=-::._
0
' :e.:.
=;:_
.:co, ~. -::,
...
=; _.-~:"...-.:;_.cc- ~:c-.
p, I (.1 WI
NPCSCon'[.
0000-2400:
Cathedral
05302200:
0300-0730:
Returns to Cathedral
.E_00-0500:
Fountain Plaza
,Il
PostGame
0900-1100:
1500-1 BOO:Cathedral
18002200:
Noble Quarter
Cathedral
0000-2400:
PostGame
Cathedral
0000-2400:
MERRICK
uate
PostGame
I
1
Post Game
Camellia's Apothecary
0000-2400:
_j
Camellla's.::Ap~o:!!th~eca:=!!ry
0000-2400:
gae
MllBEROWE
0300-1800: Returns home to Venery
0000-2400: Cathedral
PostGame
PostGame
Cathedral
0000-2400:
0830-1730:
MILLY
0000-2400:
Slums
0000-2400:
Castle Gate
Cathedral
PostGame
0000-2400:
0000-2400:
0500-2200:
Guards Cathedral
2200-0500:
Cathedral
0000-2400:
HilS ",._
0'
0500-1800:
0000-2400:
1800-2200:
cathedral entrance
PostGame
2200-0500:
Retums to cathedral
0000-2400:
1
The Black Cat
PostGame
~8~
~~2200~thedral
entrance
2200-0500: Retums to Cathedral
;:o!03~;~~~~~::::
Ars-mtt"'h7's"A"'lehC-o-us-e,-:eaC-m-e':lI:-la's"-A"p-O":"th-eca-ry-,..J
Caxton's Armory
t:
~_eaves
0000-2400:
02Q0.0630: Venery
PostGame
MadelEine's Shop
Ji.iliIIIJ;Wc-
<."''''
ff - -"',
~MM!
0000-2400:
Returns to Smithy
2000-0500:
Relums home
ArsmHh's Alehouse
Post Game
PERNILL
~ExitsSmithy
~OiOOO:
10500-1100:
Exits Smithy
lt 700-2000:
r 2000-0600:
Returns to Smlth::!y
_j
Returns home
122
0000-2400:
PostGame
ladder to Slums
0000-2400:
Town Center
-:...::..=-----
~PCSCon't .
.
I'
=-2300: Venery
0930-1830:
1830-0930:
SEA SAIRUS
R MARGAS
0800-2100:
PostGame
O'ost Game
0000-2400:
0900-1030:
0700-2000:
PostGame
2000-0700;
PostGame
I
I
0530-2130:
2130-0530:
PostGame
Leaves home
0800-0900;
0900-1800:
1800-0800:
0530-2130:
2130-0530:
I
I
I
FORAGED
ITEMS
IN THE CITY
ATEGORr
Grass
NAME
Greenwarish
~
Undead Tactics Vol, 1
Potent Greenwarlsh
Books
HerbS
Gransys Herb
Flowers
SweetPoUan
Vegelables
Twigbean
War Bugle
Rock
Ore
Other
Ancient Scroll
Books
Tuft of Hair
Pretty Stone
Cloudwine
Hemp
Wool-Cloth
Cyclops Tactics
Hobgoblin Tactics
---,,_
STORES
CAXTON'S
ARMORY
WEAPONS
l"imlDi'
mm
MagickBuckler
2.22
23,140
54,400
~
14,600
Broadsword
Anchor To Heaven
0.87
64,500
Knight's Honor
2.64
OivineAxis
0.81
84,400
2.36
70,200
97,800
2.67
106,400
Cutlass
1.55
23,600
Saving Grace
Eden's Warden
1.65
36,200
Judgement
6.8'
ZJ.:OO
Cast Stone
1.29
Tight Clnquedea
2.13
59,400
Ferric Talon
5.79
3e;;:tj
Algid Bloom
0.85
166,900
3.50
92,800
Undulant Sword
1.27
75,500
Mounted Pale
52'
!5;.x
Unfenered Claw
0.81
272,000
Angel's Sanctum
2.76
312,600
Caladbolg
1.77
87,800
Steel Urchin
Common Archistaff
1.34
18,800
Sylvan Bow
0.51
5,700
Bastard Sword
1.92
115,000
Fiery Talon
Gnevous Horns
1.22
28,500
OirewolfBow
0.64
8,640
Almace
2.38
189,000
Chestcaver
Favored Branches
1.46
71,400
Fluted Sow
0.57
22,800
Hunter's Bow
0.60
46,500
Pleaclled LImbs
0.68
61,600
0.72
136,000
'3.l:
Crossed Cinquedea
2.83
333,000
rl.elicalArchlstatf
1.27
90,600
Mace
2.02
17,200
frozen Tomorrow
1.32
127,800
Thousand Troops
1.98
26,400
Solar Numen
1.38
138,900
Obllteratrlx
2.54
38,500
Stagnant Surge
1.39
238,600
~~artBow
Reinforced longbow
0.94
11,400
Bloodthirsty Beak
1.91
67,600
SalarProvidence
1.30
392,500
Bespoke longbow
0.89
41,500
Morgenstern
1.86
86,200
""Ita
1.34
2,160
Plain Longbow
1.25
77,800
Crescending Roar
2.27
99,600
mnShield
1.85
9,600
Veteran's Arc
1.05
138,600
219,000
Ingot Club
2.24
134,800
,eather-light
0.89
18,700
Noble limbs
1.12
Thousand Stings
2.30
177,000
1.92
3S,800
MagianCrutcn
0.38
12,200
Threaded Cudgel
2.63
377,000
Galvanic Razors
1.95
49,400
Master's Merfe
0.32
45,300
TermInal Gyre
0.35
85,400
0.42
144,700
0.48
228,000
Pelta
Two-Hander
3.42
21,800
Chilling Razers
Scorched Pella
1.42
63,200
Steel Greatsword
3.74
78,400
Ironclad Staff
Scarred Sentinel
1.78
7t.300
War Blade
3.11
32,500
Crimson Glare
0_
1.72
138,800
Lttetaker
4.74
99,600
Favored Flower
D-ragon's Den
1.85
t93,400
Malignance
4.29
Thunderclap
~ooden Wall
2.43
15,720
Shield
I
I
I
0000-2400: Slums
WILHEM
Post Game
Iloble Quarter
0900-1030:
0000-2400: Farmhouse
SER VYCTOR
0730-2200:
Leaves home
~-1800:
2300-0740:
SYMONE
IGlmble
lHerald's
Gyre
Heli~
HEAD ARMOR
ARM ARMOR
Mas:er's Bracers
1,89
25,920
3.21
3,46
37,440
0.33
3,440
2,33
148,800
1.14
28,940
0.72
9,560
0,81
26,800
0,82
52,920
0,89
163,300
5,100
urnan Hosen
0,28
4,440
Riveted soots
1,41
3,880
Denim Hosen
0.25
5,100
Iron Boots
1.32
9,080
0,24
3,800
0.95
8,120
0.28
9,400
Chainmail Skirt
1.64
27,200
0.34
11,760
Assembled Breeches
1,37
34,500
0,22
10,400
16,800
Leather Dcreae
1.42
1,35
141,500_
17,300
Batte Greaves
1,38
2,880
lrcn Ouisses
2.75
29,160
41,180
I Twisted
0,32
Blessed Vest
0.36
12,300
Grand Surcoat
1.41
52,400
BrigandineJerkin
0,44
13,800
6,16
$,100
0,32
19,100
Melolrean Plate
3.48
230,100
0.28
21,000
Bronze Lorlca
1.34
6,740
0,32
1,210
leather Protector
1.63
12,700
Hunter's Jacket
0,86
16,400
1.65
1,72
37,800
IHunter's
Shirt
Gambeson
I LeatherChestguard
Riveted Coat
0.46
Assembled Vest
0,33
Chain Mail
2.77
I
I
I
5,400
2,440
3,400
2,74
43,200
Gryphic Armor
5,67
66,400
I IIron Lorica
L Red Leather
9,800
Armor
__
1_.6_9_~
1,24
Sllvar Chestplate
0,89
42,300
1.22
134,400
Cardinal Surcoat
Humsman's Trousers
0.37
I
I
I
51,800
IBraided Hosen
! Half Chain Hosen
0,34
1.35
13,800
GryphicGreaves
2.94
Silver Hosen
1.54
19,800
Chimeric Sabatons
2.73
5),240
Scholar's Boots
0,82
1,080
Meloirean Greaves
2.97
155,000
4,430
I
I
217,600
0.43
2,720
Mage's Shoes
0,64
8,480
Wizard's Boots
0,71
25,200
1.67
122,800
1.32
Red LealherCuisses
1,52
8,770
NlmbleCulsses
1,16
56,400
ACCOUTREMENTS
2,540
1.13
ISage's Robe
Leathers
LSee~:ernghls
0.26
Laborer's Breeches
IBraided Shirt
ILiglt Outfit
54,000
.' i!o.liI:l
Brovm Leathers
~;i9hts
0.25
142,500
154,700
I
I
50,620
1,37
0,93
TORSO ARMOR
6.500
1,10
0.96
15,100
1.58
41,100
Mahogany Cape
0.35
0.58
1,30
)0,200
Knight's Mantle
0,84
5,120
ViofelNeckWrap
0,63
6,320
1.11
206,400
Scholar's Cape
0.73
::,600
Adventurer's Cloak
1.04
4,400
Feather Cape
0,28
4,800
Pauldron
0.76
6,900
Srarlet Cape
0.42
),200
STORES
CAMELLIA'S APOTHECARY
CURATIVES
CL"RATIVES
m;m
~
I
I
Greenwarish
!Po:entGreenwarish
0,10
m.u
~
I
0,21
300
0.09
50
large Mushroom
0.18
HarspudMilk
0,30
I_ML-shroom
IThroat
70
Il.RdJI
Drops
mIiJ"
0,15
280
Ga,
I lDeSiccated Herbs
!Stone-Moss Poultice
I I Foreign Medicament
~
0.23
270
ROLsing Incense
1,400
Dose of Strength
0.15
0,60
4,600
Dose of Courage
0.14
0,14
800
Warlock's Draught
0,15
150
0.27
900
Warlock's Incense
0.26
1,500
t,300
Cleric's Draught
0,14
3,750
Cleric's Incense
0.26
1,000
Panacea
0,59
2,500
Throat Remedy
0.19
Placative Brew
0,43
250
liberating
0,13
280
850
Drop of Deliverance
0.31
2,800
Purifying Brew
0.18
800
StaminalOrench
0.54
0,37
8,000
IBalmy Perfume
0.35
Balmy Incense
0,53
8,250
Rousing Perfume
0.33
3,250
Brew
2,800
280
HarspudJuice
0.45
1,750
Harspud Sauce
0,60
2,500
Frozen
Balmy Pertume
0,35
3,750
Secret Softener
0.15
500
Holy Water
Rousing Perfume
0,33
3,250
Cockatrice liquor
0,32
5,000
Absorbent Rag
0.07
120
Ocse of Strength
0,15
150
IClean Cloth
ISmother Sap
I Spicy Mushroom
0.06
120
Font of Vigor
0.33
1,500
0,15
160
Dose of Courage
0.14
100
1,000
Tea
..
_J
Pickled Mushrooms
IBacdat
Oil
0.31
150
100
100
I TOOLS
I
I
0.19
160
Font of Constitution
0,33
Mithridate
0,13
120
Warlock's Draught
0.15
150
Silencer Arrow
0,02
12
Detoxicating Powder
0,24
800
Warlock's Incense
0.26
1,500
Sleeper Arrow
0.02
18
Bringbout
0.20
600
Cleric's Draught
0.14
100
Oil Arrow
0.01
Peppermint Seed
0,20
2,400
Cleric's Incense
0.26
1,000
Throwblast
0.27
1,210
Interventive
0.42
0,43
1,300
Dragon's Spit
0,20
980
1,600
Foreign Knife
0,20
930
0.59
2,500
0.66
1,000
Shortbow
0.47
600
Sylvan Bow
0,51
5,700
Bottled Haste
0.13
160
0,33
1,600
Eyedropper
0.11
240
Vigilite
0.40
2,400
I
I I Panacea
Light-Cure
Iisometrlcine
WEAPONS
TOOLS
rxrewon Bow
0.64
8,640
FJu:ed Bow
0.57
22,800
Hunter's
,__
Bow
0.60
46,500
Stalwart Bow
0.72
136,000
0.38
12,200
Masters merle
0.32
45,300
Terminal Gyre
0,35
85,400
Herald's Helix
0,4B
228,000
~anCrutch
124
TERIALS
AGCOl.IRE\fENTS
~
Imperial Acid
EADARMOR
~ GaJ
0.66
4.650
alCa P
0.54
58.200
0.12
15.600
;:norC irelst
0.25
14.200
eJ Cir clet
0.28
289.600
0.41
1,440
,.Hoo d
~ORSOARMOR
0.54
3.820
0.81
26,800
Crowned Hood
0.82
52.920
~nHOOd
Summery Cowl
0.67
142,600
0.70
47.600
0.81
352,000
~HOOd
Twillqhl Hood
Su/tryCowl
,
0.28
330
2.840
Padded Armor
t Tunic
0.29
18.300
Shirt
0.27
1.050
ed Vest
0.36
mickVest
0.35
-~en's Camisole
0.12
19.500
tguard
1.02
14,600
FlunerPadding
1.25
40.200
1.09
74,500
12.300
Animistic Robe
1.47
78.900
22.200
Crimson aobe
1.48
176,500
Maiden's Petticoat
0.46
57,600
Frame Plate
1.76
30.800
Summery Pareo
0.54
68.800
Sullry Pareo
0.67
468,200
0.30
5.880
29.800
0.70
3.120
0.36
1,040
Runic Bangles
0.77
0.73
41,800
Jade Bangles
0.81
0.78
2.850
Ige r Bangle
0.64
7,740
Alchemickal Bangles
1.03
LEG ARMOR
E
WEIGHT
leather Bandings
0.22
Bandit Stalkers
0.30
7,700
0.52
18.600
laced Leggings
0.25
2,980
0.31
17.900
Alchemickal
0.48
18.200
~II
Purple longkilt
I-::-~uisses
Flame Skirt
WhileSlockings
0.16
15.600
Silk Li!!perie
0.17
21.800
Dusk Shoes
o.n
3,460
Gloaming Shoes
0.81
24,680
I
I
Over-Knee Boals
Iron Bandlngs
Hosen
Ferrystone
Boots1
81ue Longkill
I
I
0.16
30.000
7.800
Tn;Ring
0.16
30.000
0.20
40,000
Wing
0,16
30.000
0.20
40.000
Restless Earring
0.2Q
56,000
0.20
40.000
Cleansing Earring
0.20
56,000
0.20
60,000
Nimble Earring
0.20
56,000
0.20
60.000
Free-Spoken Earring
0.20
56,000
-:---
0.18
NAME
WEIGHT
~PortCrySlal
3.33
I-:H",a;.;_m..,m
.;_r__
Trowel
._+I
.l
Broom
COST
200.oo~
0.80
0.31
0.28
I
1
I
150
200
200
SPECIAL
20.520
111.600
2,400
0.10
OTHER
45.360
COST
420
I
!
I
0.10
lIl'
120,000
TOOLS
36,500
1.32
0.38
.lli.MARMOR
I
I
Weak Guard
0.30
~UbY
~ng
0.23
WMill',
nTunic
6,080
1.08
Skelelon Key
.._
WEAPONS
_!tUl!IiIr
~lanlGOld
Golden Bastard
2.62
163.600
12.12
3.43
347,900
Golden Stilettos
1.38
132,500
~denRaPier
2.43
566,400
Snags of Gold
1.69
285,400
470,000
832,500
1.49
7,460
~denObliteratrix
5.11
185,000
Golden Bardlches
1.78
1.51
48.680
Golden Stings
4.42
396,400
Golden Grace
1.74
143.900
1.58
2~.080
8eak 01 Gold
3.02
651,400
Path to Heaven
1.54
309,600
Soultaker
7.32
217,500
1.57
509.600
Golden lance
7.30
466,100
arlevous aoid
2.34
197.900
5.78
764.600
'GiiideiiMenlscus
2.55
424.300
2.81
696.800
10.56
507,900
1.67
122.800
0.64
4.160
0.88
0.91
26.460
130.200-
1.94
36.880
0.64
288.600
1-::---
Gryphic Go~
Golden Pale
Teeth of Gold
--
237,100
TORSO OUTFITS
~
Keen Dragoo's Wit
ACCOUTREMENTS
FOURNIVAL'S RARITIES
CURATIVES
TOOLS
WEIGHT
COST
Coin P urse';;f~
2.00
7,500
0.26
1,500
0.26
1.000
0.26
0.26
1,500
0.41
2.000
1.000
0.46
25,000
0.47
20.000
OTHER
ACCOUTREMENTS
0.20
15,000
J
j
BASIC INFORMATION
Gran Soren is the capital city of Gransys. It's home to Duke Edmun
Dragonsbane, and there are shops and services throughout the area. Your
parry can travel here after doing several important quests in the south.
Thereafter, Gran Soren is available pretty much whenever you need it to be.
There are three entrances to the city. The eastern exit from the aqueducts
connects with a small cliff around the coastal side of the city. This is often
useless for travelers, but it comes into play during certain quests.
To the northwest is the Craftsman's Quarter. It's locked at first, but you can
get into the area without more than a couple of minutes spent talking to
people around the city. The Craftsman's Quarter has a Porrcrystal, used for
rapid return to the city, if you have a Ferrystone, That is also where you find
the Pawn's Guild. It has another Notice Board and some important questing
in its own right.
The main entrances are on the western side of the city. One of them is more
to the north, and the other is in the south. Both have major roads that lead
into them, so you don't have trouble finding out where to go.
There are several major sections within the city. The first you're likely to
see is rhe Urban Quarter. This is where people go to resr, buy weapons and
armor, replenish their
herbs, or seek quesrs. The
alehouse and inn each have
Norice Boards. Seek them
Out for honesr work.
The southern portion of
126
You find the Noble's Quarter and the entrance to the Duke's personal
Soren. You can't take your party there, and even your hero isn't initially
lirrle to do. If you helped Madeleine, she eventually sets up shop there. There
allowed entrance. It's only after running quite a few queStS for important
The
inn
Asalam
the
ss near the town square. That's the first place you want to go.
the Innkeeper, and he's your man. After talking to him, look at
S<:::YKes
be offers. You can learn skills there, rest, or even change your
vocauon. If you've been curious abour other starting vocations, look into
those f r a while. Or, if you have the Discipline Points for it, try an advanced
vocation These new offerings are much more specialized, but they're also
extremely powerful once you master some of their skills.
Look around the city once you get into Gran Soren. There are services
here that aren't available in the smaller sourhern communities that you've
explored. For example, Caxton's store has Enhancement options for your
equipment. There are also several easy chesrs to loot above rhe entry gate. Go
into the guardhouse and c1imh up to the higher tiers. There are four chests in
all, and you might find something useful or valuable'
Walk north from the inn and talk to Ser Camillus. He's in front of an open
ferrystones
i['~ere is a ferl1'stone
gate. Tell him that you have business with the Pawn Guild and he lers you
guild, JJt's on tbe ground and you are free to pick it up. i['~ese
through. The Pawn Guild is on the western side of the area beyond. It has its
own Notice Board (with different quests than the one near the main entrance).
t:!u!lrter.
STORY QUESTS
THAT BEGIN HERE
A MATTER OF MYRMIDONS
Begins: Starts as soon as your group arrives in Gran Soren
Ends: After you have talked to Barnaby in the Pawn's Guild
Reward: 3,500 Gold, 3,000 Experience, and 5 Rift Crysta S
Mercedes
"
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Ends: Once you have explored the Everfall and talked to Barnaby about your
observations
Soon after you complete ti)is, tbe duke's people contact your
bero,
interest. 5",'cr!l1
:tou're
(luarter
continues
i[i)is
your storyline.
Out
worth fighting. You don't get experience for killing them, and their
numbers are limirless.
)I's possible
following
entries to learn
more
best ways to proceed is to trike all four quests, finieb tbe city
investil)Qtions
to
:iln particular,
close
and
together,
tben
i[i)e (ypi)er
complete
before coming
quests
are
i[be (ypi)er,
bome,
THE CYPHER
Begins: When you talk to Ser Maximilian,
to decipher a tex1)
information
.~-~
on theDf~He
specifically thinks that
YOUthero should learn
about rhe slate's contents.
. er accepting the quest, go to the field north of the Pawn's Guild. A farmer
ed Josias directs you toward a scrivener.
re next target is a forger in the lower balf of town. He actually calls himself
ounrebank, and he owns The Black Cat. It's a place where you can find a
umber of strange and illegal goods. Show him the Cypher. You learn a little
A FORTRESS BESIEGED
Begins: When you talk to Ser Maximilian, near Gran Soren Castle (and choose
to fight the monster invasion)
Ends: After you have reclaimed the Stone of the Southwest
Reward: 18,000 Gold, 20,000 Experience, and 20 Rift Crystals (Gold and
Experience are Quartered if you fail to retake the fortress.)
dozens of lives.
extra minute to find the guy. When you do, bump into him to slow the
fellow down. When be's stopped, ask him about the words on the Cypher.
Now you make some real progress. An area north of town, near Wind bluff
Tower, is now marked on your map. It's time to do some traveling.
Talk to the captain of the attack force. He's in the open area in front of tbe
fort (on the western side of the field). After finishing with him, jump down
the hole behind the captain. The tunnel below goes under the walls
of the building.
When you reach the main building, climb to the top of it while fighting the
Goblin defenders. Try
to
When this fails, your hero must search for the lever that controls the gate.
Climb down the stairs and enter the courtyard. Run as fast as you can to avoid
rhe heavy fighting in the yard, and climb a ladder on the far side of the marked
building. Jump thzrough the broken roof and break out rhe front door so that
your teammates can get in if they aren't already climbing the ladder.
Look for the rock formation that's marked on your map. It's only a few
minutes from the ciry (if you don't Stop to fight anything). When your hero
approaches the stone, a scene begins. An important scene follows. The two
men you meet bring you into their borne. Talk to the Dragonforged and then
let Ser Maximilian know what be says.
=---:---.
VI I"
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(,I IDI
twO
to
the roof of the first building. Place the lever in the mechanism and use it to
let the soldiers into the fore. Help them kill the Goblins in the yard, and then
advance into the next building of the fort when the Goblios try to fall back.
Go there and look for the Meeting Hall at the bottom of the dungeon. The
cult is meeting there, and your ream has to walk in on them. This triggers an
awesome scene. When it ends, attack the Undead fearlessly. Lay waste to the
group in the room, and then start a chase.
Follow them to the top of the main fortress, kill an armored Cyclops there,
and make your way down the opposing side of the building. The Goblin's
chieftain is there. Slice him down, talk to the captain, and then go back to
Gran Soren. Tell Ser Maximilian that you've won the day yet again.
When the enemies fall, use the western door to leave the room. It's just been
unlocked, and the cult leader is in that direction. Sprint ahead and watch
another scene. This triggers a side quest,jllstice Done. You must make a
personal decision. Make the
choice that best suits the
SEEKING SALVATION
Begins: When you talk to Ser Maximilian,
to Investigate a cult)
your report.
JUSTICE DONE
Begins: During the end of Seeking Salvation
Ends: Once your choice has been made
to
Dragon. He thinks that there are people in the city that know more. Accept
the quest and go
to
and then walk south co the canals. Get down to the bottom of the area and
on what you want to do as a hero. Neither choice dramatically alters how the
explore the Slums. Mason meets you there, at a location marked on the map.
story progresses.
Mason gives you a Salvation Badge. Take it from him and return co Fountain
Square. Talk to a woman named Amity on the south side of the square or
at the alehouse. Now that you have the badge, she has information. Listen,
talk to another contact nearby, and then go to the small street behind the
inn where a guard watches the road. He's called Ser S3IfUS.He gives you the
130
.. -
know that you're getting close when you see and hear the waterfall to the
[. That landmark is "Man Swallowing Falls." Heh, that's worrisome. Pass
s:
main falls and look for your contact. His name is Haslett.
CO~IE TO COURT
Begins: When you talk to Ser Maximilian, near Gran Soren Castle (after
completing other tasks during the Wyrm Hunt)
Ends: After your hero has met the duke
Brother Jean seems like he's at the northern end of the first Boor. To get
'here, you have to ger a lever from a bunch of Saurians below. Advance until
au find a water-filled room. When you can't progress there, drop down the
.adder to the west and fight a nest of Saurians. Their first wave isn't very
.arge, but a second group is hidden behind a large Stone door. It opens after
ou've slain all of the initial Saurians. Try to block them at the door
to
keep
the full group from entering. Kill them at that chokepoint, and then look
n their treasure room fat the Watergod's Altar Lever, Take it and use that ro
extend a bridge back in the water room.
Leave the chamber after the Duke has his say, and either explore the castle or
leave, whichever you wish. Another scene is triggered when your hero exits
the building. Aelinore, the Duke's wife, is in the gardens. Approach her for
Cross the bridge and fight more Saurians and some Skeleton Mages in a
an optional scene.
massive chamber. Work your way wesr and then north to cross the place, and
then enter the final room, to the north. Examine the area marked on your
Duke's Demesne. You should return to him periodically for quests that are of
great importance
to
Your next rask is to come back inside and find five Altar
marked on your map, and that makes them much easier
uncover, Each is
inside a chest, bur you can't get all of them without draining the temple.
Read through the writeup for the dungeon to get a full descr.pcioa ror how
to
do that safely.
Once you have all five stones, take them back to Haslett. He now has all that
he needs and leaves you to return
to
..: re ...:d
to
to
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VI ES I (,I 11)1
SIDE QUESTS
THAT BEGIN HERE
A FABLED DRAM
Begins: At the Gran Soren Alehouse (after meeting the duke and finishing Witch Hunt)
Ends: When you return to the Alehouse with 5 King Bay Leaves
Reward: 30,000 Gold and 5,000 Experience
A BOOKKEEPER'S BIND
Note
to
to
the Alehouse.
A LOST CAUSE
Begins: Alehouse Notice Board
Ends: When you have found a Snakeskin Purse
After you've completed Of Merchants and Monsters and met the duke, get this
quest from the Alehouse and then go
to
a small room off the western branch of the mine. Alan set up a shop in there
after you cleared the region of Ogres. Buy a Promissory Note from him. Take
that back to the Alehouse
to
A DIVERTING EXCURSION
Begins: Gran Soren Inn Notice Board
Ends: Once you have escorted Madeleine to Bloodwater
Reward: 5,000 Gold, 3,000 Experience, and fulgurous
Beach
Lord Tomes (x5)
Find a Snakeskin Purse for your client. The guy who lost it doesn't even
know where the darn thing fell out of his pocket, though he remembers that
it was near a river.
This purse gets around. Look for it in the Blighted Manse or neat bodies of
water, like the nearby spring.
A PARTING TRIBUTE
Begins: Gran Soren Inn Notice Board
Ends: When you escort Ser Berne to the Shadow Fort
When you're in the mood for an escort job, take this one from the board in
Gran Soren. The goal is to get Madeleine down
to
Reward: 5,000 Gold, 3,000 Experience, and a Gryphic Victory (2H Sword)
beneath the Shadow Fan. Save before you head out, and remember
to
stock
up on restorative items.
from the northern side of the region. It's safe enough that way that your pany
doesn't take any damage from the falls. While approaching the beach, you are
Saurians. The area is ripe with enemies, making the trip a Iirtle longer than
it first appears.
You get credit for the quest as soon as Madeleine arrives at the beach.
anyway, if you haven't already. You have to kill some Ogres or rush past
them, but the reward for the quest makes it all worthwhile. You get a
two-handed sword that is excellent for any warriors in your party. Failing
that, it's still a good item ro sell.
132
1n
"
Seeds (x3)
from the Gran Soren Inn over to Prayer Falls. It's a short
,og far less time than most trips. Pick some time when you
want to visit the Abbey,
hunt Deer, or kill Bandits.
All of tbose are in the
same direction.
A TOKEN OF ESTEEM
Begins: A e ouse Notice Board (after meeting the duke)
to
you don't waste such a long trip without additional benefits. Bring a
tone
to
Complete the quest No Honor AmQng Thieves at the Ruins of Aernsr Castle.
This pleases Maul, a Bandit leader there. He gives you the item you need ro
complete this quest. Once you bave it, return to the alebouse and turu it in.
A TROUBLESOME
TOME
Steffen is a sbady fellow who walks around the area east of Fountain Square.
Meet him on the road and offer
to
a' the item shop nearby to learn more, and then leave town. The book Steffen
wants is in the Thieves' Den, bur where is that? You bave to find out.
---:--=--=---~-'-_~'."
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0_
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scholar beset
approach.
50,000
Give the
YOll
within
it's well
BONE OF CONTENTION
Begins: Pawn Guild Notice Board
reach.
of Aernsr
west from that area and use the orher branch of the road co find
NPC.
lives.
good shape and then smack the fool with your strongest
camp jumps
area-of-effect
Magick
or Weapon
attack.
Striders.
His entire
Loot the
the staircase
and
section
ro
are Catacombs
Climb
haven't
continue
of flooring
upward.
Skeletons.
railing.
The dungeon
is underneath
Steffen.
learn as much
quest
magick,
If you
to Gran Soren and give the book to Steffen. If you first copy the
grimoire
of the Undead.
numbers
The chest
Wheo
Grirnoire
completed
damaged
with Salorner's
the wilderness
the extra
if you do this.
BAD BUSINESS
Skeletons
Free cash!
Begins: AI Madeleine's store in Gran Soren after you've completed Reward and
Responsibility
Ends: After you've seen to Madeleine's safety
CHASING SHADOWS
Reward: 8,000 Experience, 30 Rift Crystals, and Improved Relations wilh Made eine
In the late game,
pay Madeleine
try to
a visit at
Karlyn,
a bit of information
what's going
Try co learn more by going
Nettie
and Arsrnith,
aqueduct
the eastern
at the Alehouse.
of cown. Talk to
below. Follow
about
on.
above the
the canals.
134
Then,
gives you
to
Madeleine.
the
is still hanging out near Fountain Square in Gran Soren. He has a mission
IU,
low the stranger through the Passage Gate and then south through
iuntain Square. He takes the road all the way to the southern end of the
ry. Stay at a modest range from him, but don't worry. He doesn't turn
round or look back, so you're safe even if stealth isn't your specialty. Just
n'r approach rhe figure. Get too close once and he just assumes that you're
ing in the night, but two slips and the quest fails.
DIRE STRAITS
Begins: Pawn Guild Notice Board
Ends: Once you have killed 15 Direwolves
Reward: 20,000 Gold and 3,000 Experience
eep your eye on the mini-map to see the man's location at any time. This
It's a small trek, but there
and
to
get up on
ELSEWHERE BOUND
Begins: Gran Soren (Inn Notice Board)
Take Fedel over to Prayer Falls, in the west. It's a short trip
from the capital. Avoid the main waterway if you're worried
about Fedel being attacked by Saurians; go through the
Selene needs your party to take her into the north. There is a Healing Spring
up there that she needs
to
make alone. Before leaving the city with her, make sure that your parry is
well rested and has a good collection of restorative items. The northern roads
are quite dangerous!
:_- ~.
-~~-=-=..
(_>l 1'1
C,I
=-.-"
=---=-~ _:_--~..
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IDI
On the way up to the Healing Spring, you are likely to see Snow Harpies,
Bandits, and possibly even a Cyclops. That's how ugly it can get in that neck
ESCORT DUTY
of the woods. Save before these encounters, and reload as quickly as possible
if Selene gets killed. You don't want to fail the mission, and you especially
don't want the game to save after you've failed the mission. If things start to
Reward: 15,000 Gold, 7,500 Experience, 10 Rift CrystalS and a special item
look bleak or you have to run, just reload right rhere. It's much safer.
Escort Dllty becomes available from Fournival in the
complete two earlier quests. Look for the noble in his house between 6am and
3pm. Once you get the quest, go through town with Symone. Make sure ro
stay relatively close to her so that she doesn't get annoyed.
Periodically, Symone hides and makes you lind her. Look behind Arsrnirh's
Alehouse and inside the Gran Soren Union Inn. She'll be at one of those
locations. When Symone gets chirsry, stop at the apothecary, by Fountain
Square. You can purchase a Flask of Water there for a trivial amount of money.
You get your reward once Selene is safe at the Healing Spring. It's good to
know where that location is anyway because these sites heal everyone in your
parry without COStor downside. They're wonderful when you're Out in the
wild and need a pick me up.
EPICUREAN DELIGHTS
Begins: Gran Soren (Alehouse Notice Board)
Ends: After you have acquired five meals of Kept Sour Ambrosial
Meat
Finally, your hero has to race Symone. You beat rhe quest regardless of
whether you win the race. It's still good to let her win because the reward for
your victory hinges on how much you impress Symone.
Talk to Symone at the end of the quest to get your secondary item. If you
stay close to Symone, lind her quickly when she hides, gee her warer without
delay, and let her win the race you get the best reward: a Gold Idol. These are
useful for quests rhat come up larer on (ldo! \Vorship and SlIpplier's Demand),
and you can't lind rhern anywhere else in rhe game.
FOREIGN SERVICE
Begins: Alehouse Notice Board
Ends: After you have found all 20 Seeker's Tokens
One of the stranger requesrs to come Out of the alehouse is this quest. Your
task is to find five units of ambrosial meat, wait until they go sour, and then
use airtight flasks ro preserve them in that state. You find this meat from
powerful opponents, such as Griffins. It's not easy to come by.
Once you lind some, be compulsive about checking your inventory to see
that it doesn't go bad. Keep watching the meat until it reaches sour status,
and then put it in your airtight flasks. Buy those ahead of time so that you
can adventure while waiting for the process to take its course.
136
This collection quest demands that you find rwemy Seeker's Tokens in
exchange for a huge pile of cash. While these tokens can be found in several
places, two good spots to pick them up are in Gran Soren and Bluemoon Tower.
HEAD COUNT
ng and deposit
sight
for an adventurer,
When
tbe count
\TlS
of skulls to contribute.
Experience, 10 Rift Crystals, and either Property of your own or 40,000 Gold
e 'lelped to evict Jasper, Sara, and Pip or purchased their house for them
enjoymg
is full, bring
do
I(
Quarter,
himself.
but doesn't
want to
skulls to Arsrnirh.
Pip is close by. He's outside,
is a quest called B01le
There
Mter
your skulls.
quest
Complete
by running
running
around
fat a
that
through
market
outside
the reward.
her too.
Jasper
doesn't
or the
of it. Talk to
rum up on
IDOL WORSHIP
Quarter,
Square,
Quarter.
need to convince.
without
Go to the
Pip is on top of a stable there, and he's the one you really
House. Run and jump from there onto the roof of the home to the north. If
you're having trouble,
House,
and then to
the roof above. This makes the next jump a piece of cake.
This quest
is equivalent
Madeleine
weaponsmith.
Pawn's Guild
Cyclops.
object
to
are extremely
Note
Caverns
complete
it
to
the quest.
store you find fat mote items fat sale. These new goodies
expensive,
but they're
depending
by taking
and
Both Caxton
Jump
stables.
to
the western
Gold Idol
Maximum reward
Silver Idol
Bronze Idol
Half reward
Forgery
a good day.
to
to
Pip along the walkways by the aqueducts. Sprint after the boy when you see
him and grapple the kid
to
Your hero helps the kid see some sense in all of this, but Sara still has to
be convinced. Go back to the market/alehouse area and find her again. She
might ask for more time to think. If that is the case, sleep at the inn until
morning and then talk to Sara again. That's enough for her. With Pip and
Sara's consent, you can talk to jasper and soon be done with the whole affair.
He asks you for 30,000 Gold to help with his moving expenses. Fournival
pays you 40,000 Gold if you complete the quest in this way, so you still make
a profit when you help jasper out.
head down to Bloodwater Beach. Take each of these men into southwestern
Gransys, by way of the Ancient Quarry.
NAMELESS TERROR
Begins: Just outside of Gran Boren's southern gates, after Seeking Salvation
Ends: Survive a brutal ambush
Or, you can talk to Fournival and give him 80,000 Gold for the property
rights. The noble gets his money, you get
to
letter
the family can stay where they are. Everyone wins, so long as you're able to
part with that much cash.
If you payoff Fournival, remember to go back and talk to the family
members to tell rhem the good news. They each reward your hero with some
items that they've put together. jasper has an Antique Panoply, Pip has
a Pretty Stone, and Sara gives you Matured Greenwarish and then Balmy
Incense if you see her again while you're injured.
MATERIAL WITNESS
(2)
This quest becomes available after Seeking Salvation as long as you didn't kill
the cultists. If you did, this quest doesn't appear until after you finish Come
This quest shouldn't be
confused with Material
Witness from down in
Cassardis. This escort starts
in Gran Soren and takes
to Court,
When leaving the southern gate of the city, talk
to
He's outside, and he hands you a letter. This starts a chain of attacks at
various locations. Kill the assassins to complete the quest.
to
southwest from-there.
Fight through Conqueror's Sanctuary and then you're pretty much where
you need to be. Get Barnaby to the beach and collect your reward. If you're
By Cassardis
wnrried about the Cyclops and Goblins by the sanctuary, it's possible to
drop down into the canyon by the southern hills. This avoids the fighting,
Start up north, by Gran Soren. Kill your way down the line and make sure
to
at the cost of some health. You can always heal, finish your escort. and then
Ferrysrone out of the area (or race through the sanctuary later, when you don't
need to worry about Barnaby's safery).
138
find each group before moving on. You can lind their leader hiding near
Cassardis. Once you get all of the enemies, the quest completes.
eEL SERVICE
- the Alehouse Notice Board (after meeting the duke)
-;en you collect 10 Parcels in Soultlayer Canyon
0,000 Gold, 5,000 Experience, and Golden Strings
The massive amount of armor on this creature makes it hard for some
- el Service takes you into Soulllayer Canyon, co the same spot on the
- ern end of the dungeon as the quest The Conspirators. Try to get this
r before you leave co do that mission so that you can kill rwo Harpies
one Stone.
target is a ledge on the northern side of the dungeon. If you have the
r quest, it is marked on your map, making it much easier co find. You
see it from the Cyclops' walkway on the western edge of the dungeon, far
e. Don't try to hop down, lest you break your spine on the way.
REAPER'S SCORN
Begins: Craftsman's Quarter smithy
Ends: When you have brought a Wakestone to Austine
Reward: 10,000 Gold, 6,000 Experience, and 10 Rift Crystals
- stead, continue north around the top of the dungeon. You're forced to
Je down a few steep embankments co the east. The slides divide, with the
estern route taking you back into the main section of the dungeon. Use the
tern ramp to get around to the ledge you saw earlier. That has the parcels
rhe letter that you're looking for. Return these co the Alehouse.
~ ds: After you have defeated the Cyclops in the Frontier Caverns
two Wakescone Shards, but he canner save his son without one more. If you
get him such a shard, you can create a Wakestone with rhe smith's existing
Idols are needed for a
two pieces. Use these to save Wilhem. Or, if you are in a foul mood, walk off
CO
have to kill the Cyclops while fighting off its Goblin allies. Melee characters
should trip the large monster or deal with the Goblins. Ranged characrers
and casters should keep their atrenrion on the Cyclops at all times. Pounding
it with fire is always useful.
Everfall. That's yer another way ro get the Item you need, if you don't already
have any Wakestone Shards of your own.
REVEILLE REVELRY
Begins: Alehouse Notice Board
Ends: When you have found 50 War Bugles
Reward: 10,000 Gold, 750 Experience, and Soultaker
When you have those, go to the strange door near the stairs. It has slots for
quite some effort. Keep the ones you find in storage so that you're not earring
the five Gems of Salvation. Examine the door to put them in their slots and
<0
Use Purifying Brew to cure any curses that hit your character while searching
through the tombs, This makes the fight ahead much easier.
Ends: When you have discovered the link between the Salvation and the Undead
Reward: 20,000 Gold, 15,000 Experience, and 25 Rift Crystals
fight. A single melee person can hold off all of the Skeletons while this is
happening, and the rest of rhe party can waste Balsac with little delay.
SCOUTING
MISSION
Rest until evening and creep into the city. Beneath a marked bridge, on the
south side, Salvation cultists are starting a meeting. Eavesdrop on the cultists
and then approach one of them afterward. If you're wearing Salvation Robes,
you can fake your way into getting a key for the Catacombs. Failing that,
your hero can bribe the cultist 10,000 Gold to get a special key, or you can
shake him down for it, saving your money.
If you have any Purifying Brew in storage, grab some before leaving town.
It comes in handy soon. You can also find the key to the Catacombs by
returning to town later and looking at The Black Cat. A copy of the key
appears there if you can't manage to get one any other way.
Take the key to the Catacombs. Leave Gran Soren and use the backdoor ro the
Catacombs that's under the northern bridge. This cuts down on your travel
time. If you've never discovered that rear entrance, walk northwest to
the normal entrance of the dungeon.
While inside, go to the locked door that's near the elevator (on
the Second Level Underground). The key you received unlocks
the way. Kill the Undead in front of your party, and use the stairs at
the end of the hall. Above are many Skeletal Mages. Fight through them and
140
Take Mercedes out to the Ancient Quarry. Use that as a pass through
to
the
southern section of Gransys. This spits your group out only moments away
from the Shadow Forr, and makes rhis escorr quest relatively painless. There
isn't much chance for Mercedes
to
~ISTERS IN PERIL
S'CPPLIER'S DEMAND
020.000
Take this guest from the Pawn's Guild notice board and then go Ogre
This guest is equivalent to Caxron's guest Idol lJlorship. Both Caxron and
Madeleine want an idol so that they can secure the services of a master
the Catacombs, another in Everfall, you find a few in the Ancient Quarry,
weaponsmith. One idol that you can find is gained by taking a guest from
to
"our life before you head out there. This isn't the easiest guest
to
do if you've
the Pawn's Guild (called Put the Eye Out). It's a mission to find the Frontier
Caverns and kill an armored Cyclops. Do that
to
When you go after those Ogres, bring casters with intense Fire Magick. It's
The Bronze Idol is in Witchwood, at Selene's house. It's by a window and can
be grabbed from the walkway outside. You cao also forge one of the existing
00
idols when you're in Gran Soren. Head down to The Black Cat and make a
casrer allies attack while you shoor the Ogre's head or climb up the thing's
copy. The reward is pretty low if you do that, but it's an option.
back
to
Not only does this get your character gold and experience, but the next time
you visit her store you find far more irems for sale. These new goodies are
SMELLS SUSPICIOUS
Begins: Alehouse Notice Board, after the meeting with the duke
Ends: After you have obtained a vial of Wyrmward
Note that this can be completed with any type of idol, and the reward varies
Perfume
to
Gold Idol
Maximum reward
Silver Idol
Bronze Idol
Half reward
Forgery
Eye Out
or Hillfigure Knoll
Arsmith.
Out
look in the chest that's on the southern side of the castle (near a Rag and some
boxes). The perfume is waiting to be taken, and raking it doesn't upset the
SUPPRESSION
Begins: Pawn's Guild Notice Board (after meeting the duke)
Ends: Once you kill 3 Chimeras
Reward: 25,000 Gold, and 3,000 Experience
r ~ ~-- :-~--=~
\)1 1'1
(,I
~~
;;.'
::
'-0-:;
:-.'
::-~
JI)I
SUPPRESSION
(2)
SWAMP THINGS
Begins: Gran Soren Pawn's Guild Notice Board (after meeting the duke)
Ends: If you kill 10 Sulfur Saurians
to
you ro kill them. Rabbits are commonly found in the Gransys wilderness,
especially down south. If you hunt the Rabbits whenever you're in that area,
you finish the quest without having
to
(2)
Begins: Gran Soren Pawn's Guild Notice Board (after meeting the duke)
Ends: If you kill 25 Crows
Reward: 85,000 Gold and 3,000 Experience
Sulfur Saurians are found in western Gransys, by the waterways, and in the
Miasmic Haunr. You can also look in SoulBayer Canyon for them. At least
you don't need ro kill too many of these stealthy enemies. JUSt remember ro
attack them from behind whenever possible, sever the tails, and then work on
THANKS
MISLAID
Trail of Corruption)
Reward: 10,000 Gold, 5,000 Experience, and Grievous Gold (Worth over 55,000 Gold)
Begins: Gran Soren Inn Alehouse ~otice Board (After meeting the duke)
Ends: After you escort Ser Robert to Warrior's
Depature
Warrior's Departure is
a cliff that's east of the
Encampment. Take Ser
Robert down there when
you have the time. The trip
isn't very dangerous.
142
It
to
her borne.
to
there is still a Golem there, and it doesn't like your team any more than the
mob. So, you have to kill the Golem.
Non-casters are at their best with Golem fights. You really need
to
be able to
hit certain points with precision, and someone brave enough to crawl on the
legs first. This temporarily powers down the Golem and gives you a chance to
~mplete
to
break more amulets. Use that time to hit the amulet on the bottom of its feet
to
get the
tern you need for this castle. It's a task that wins you the friendship of Ophis,
Alehouse.
TRAIL OF CORRUPTION
Selene's home). There's a path! Go through the underground tunnel and then
follow the dirt path on the other side. Selene is far ahead. Talk to the person
This one is a breeze. Go to Fournival Manor in the Noble Quarter. The door
15
unlocked, so you can walk right in. Search the house to pick up the Ledger,
and bring it back to the Alehouse. Turn it in to Arsmith for your reward!
This is an ideal quest
to
Begins: Gran Soren (by listening to the people at Fountain Square, after meeting the duke)
Ends: After you have talked to Selene on the far eastern end of Witchwood
Reward: 20,000 Gold, 10.000 Experience, and 30 Rift Crystals, and a Favored canopy
The cirizens around Founeain Square have always been ineeresred in gossip.
ormally thar isn't a bad thing, bur after your meering with the duke ir feels
like the place's mood is turning for the worse. Have your hero hsten
10
on
people sometime during the day. They're looking for someone r blame for
rhe Dragon and all of the problems that are slamming Gran
rec Se ene, of
WITCH'S BREW
WITCH HUNT
to
to
escort
to
Very nice!
to
Selene's house.
.._,
_,
',/
t ~
.,
_..
::..'
f/
,:,
l!i.'l
II
Royal Banner
20%
Clean Cloth
20%
Harspud Juice
20%
War Bugle
20%
Cloudwine
20%
First Floor
Second Floor
:(!I
~;I~
Conqueror's Periapt
25%
Angel's Periapt
25%
Demon's Periapt
25%
Mage's Periapt
25%
I!l
II
ShOrtbow
38%
Sylvan Bow
12%
Placative Brew
30%
Royal Banner
10%
Enlistment Corps
Banner
10%
~1N,fu.
l!l
Petta
38%
Iron Shield
12%
UberatingBrew
30%
Royal Banner
10%
Enlistment Corps
Banner
10%
I@I
It
Trusty Sword
38%
Broadsword
12%
Interventive
30%
Royal Banner
10%
Enlistment Corps
Banner
10%
Iiii
II
Conqueror's Periapt
25%
Angel's Pen.pl
25%
Demon's Periapt
25%
Mage's Periapt
25%
"II
Third Floor
20%
Bottled Haste
20%
Eyedropper
20%
HarspudJuice
20%
war Bugle
l!l
ICoin Purse
Fourth Floor
II
Royal Banner
20%
First Level
Underground
il";:jurh:~.' I
01 Charity'
Ifl'.
20%
Throat Drops
20%
20%
20%
War Bugle
20%
Harspud Juice
20%
War Bugle
20%
Royal Banner
20%
Bottled Haste
20%
Inlerventive
20%
Clean Cloth
HarspudJuice
20%
War Bugle
War Bugle
10%
II
HarspJdJtJice
WarB.ig1e
20%
i!J ..
!I
30%
'iff
,u'l\l}'
Conqueror's Periapt
40%
Interventive
20%
Throwblast
30%
Dragon's Spil
40%
White Wine
30%
Foreign Knife
20%
War Bugle
10%
War Bugle
10%
III
20%
40%
White Wine
lQIDtll;Tll"1
20%
Conqueror's Periapt
20%
1111
Enlistment Corps
Banner
20%
Eyedropper
144
l!.illl,r"lmli'l!l;.
Q.,l!J1 QI.'!1.1lJI
ll!J"~
Royal Banner
=~.-_::
,
Throwblasl
30%
Dragon's Spn
40%
Foreign Knife
20%
10%
I{!l!)'~
Enlistment Corps
Banner
20%
Throat Drops
20%
20%
Harspud Juice
20%
War BU(jle
20%
LOCATIONS
A ENTRANCES
Q) To Duke's
G Duchess's Gardens
4 Guard Station
If) Chamberlain's
em Gathering
6) Audience
CD Treasury
4iJ To Duke's
() To Duke's Demesne:
",0
Chamber
G:l Observation
Solar
Hall
Visiror's Chamber
fD Dungeon
Room
CD Srorehouse
Duchess's Bedchamber
CD Duke's
Office
IMPORTANT ITEMS
Q) Seeker's Token
@J Paladin's
C) Badge
Skeleron Key
Mantle
of Merit
ANDERING NPC'S
.,:
1200: Audience Chamber
gate
1800-1200:
0800-1700:
Audience
Chamber
Audience Chamber
:. Il0-0800: Chamberlain's
Bedchamber
I
I
I
1 st floor
Post Game
0300-2200: Prison entrance
2200-0300: Duke's Solar
0700-1800:
Courtyard
..
1800-0700:
....,.2100:
Ouchess's
,.
--'1
SER JAKOB
...
0500-2130:
,
Guards gate
2201}-(15OO: 1 st 1I00r
Office
Game
SER RASTER
0500-1340.
..
2nd floor
1340-1910. Courtyard
1910-2200.
2nd floor
2200-0500'
=est same
..
0500-2130:
Guards gate
2130-0500:
1 st floor
:xJOO-24"'00:"":"'PrC"iso-n----------I
0000-2400: Outside Duchess's Bedchamber
1300-1500: Audience Chamber
15001300: Exits via castle gate
07DO-1800: Courtyard
1800-0700: Leaves via castle gate
0700-1200:
0800-140); Audience Chamber
14oo-193j:
Courtyard
,"
0800-1800:
Audience
1800-0800:
Ouke Solar
Visitor's Chamber
~ 1200-1400:
l2400-~Xlls..:.v:::la~c..:.a:.:.s...:t::l:.;,eC!g~a'-t::..e~~~~~~-_-_-_-_-_~-l
Chamber
:'
Chamber
0700-2000: 2nd floor, Duchess's Bedchamber
2000-0700;
Audience
1 st 1I0or
1700-2130:
2nd floor
151
floor
FORAGED ITEMS
STORY QUESTS
THAT BEGIN HERE
NAME
Greenwarish
Potent Greenwarish
Grass
.-
I AncienlSeroll
I Wolf Strategy
I--
Gransys Herb
rLady's Corset
Equipment
Moonglow
,_Noblewoman's corset
Set of Salvation Robes
Sweet Pollen
Berry
Fruit
Silk lingerie
,--
Apple
Iutt otHalr
Other
Grandgrapes
Skelelon Key
Grand Surcoat
Mushroom
Mushrooms
Foreign Knife
large Mushroom
Avernal Mushroom
Ore
Vol. 3
Sunbright
Flowers
GRIFFIN'S BANE
Blank Scroll
Books
Strongwarish
Herbs
'.
Foreign Medicament
treasury'
Rock
Goddess Cameo
Pretty Stone
Balmy Incense
SPOTTED
AFfER
COMPLETING
THE QUEST
BASIC INFORMATION
The Duke's Demesne is the private keep for the lord of Gran Soren and his
closest advisors. Pawns aren't allowed to come onto the grounds, so only your
to
to
help keep
Ser Georg is down the road about one hundred feet. Rendezvous with him
and set off with the soldiers. They begin their patrol, and your group has
hurry
to
to
['a ke JJ t \Easy
Don't mess around with any of the guards in the
Iock you up in a second. Unless you have
of the matter,
146
to
keep up with them. After a few minures, the soldiers stop in an open
Though a small spot within Gran Soren, many important quests are started
Demesne-s-rheyll
to
would ensure the success of the mission. Accept the quest and leave Gran
Aldous is worried about a Griffin that's been harassing troops in the area.
He's assembled a group of fighters to attend
~'0
It's
Bluemoon Tower
y that you've made this journey before, unless you are an avid
exp orer Bluemoon Tower is down a tiny stretch of passable terrain that is
northeast at WindbluffTower. People can travel through that area and not
even nee ce the road that continues east, through the mountains.
Be warned. It'S a long slog through unfriendly lands. Powerful Skelerons
haum the passes at night, while Bandits choke the rocky corridors by day. A
Golem
IS
The Bluemoon Tower is ar the very tip of the land, on a modest peninsula.
Read the entry for that area co learn how ro siege the castle and slay the
Griffin. The fortress is filled
with loot and expensive
items, so rake the time to
search it thoroughly once
the quest is complete.
Don't leave or take a
Ferrysrone until you've
picked the place clean.
When you rerum
to
to
to
to
spend time
at
the
inn,
rest.
Talk to Ser Gyles; he's in one of the small northern rooms on the second Boor.
Find Ambrose, on the western side of the second Boor (or in the Audience
Chamber, depending on rhe time).
Ser Daerio begs you to bring Ser Castor down to Gran Soren to testify. Ser
Castor is up on the eastern wall. Talk to him and then bring the fellow hack
to the capital.
Cathedral or at the
To really swing the trial, use the Ancient Quarry to move south and look for
Noble Quarter of
your last Contact at the rest camp south of the quarry. Reynard can seal the
Gran Soren
fate of the trial before it begins. For 3,000 Gold, you can swing the verdict in
either direction.
Now it's all a matter of
time. Rerum to Aldous
with any final information
or wait out rhe time of the
trial. Sleep for several days
at an inn to make the time
By by.
.. Begins: When you talk to Aldous and start the second round of quests for him
Ends: After you have spoken with Aldous
Reward: 35,000 Gold, 30,000 Experience, and 40 Rift Crystals
Leave Gran Soren and travel to the Ancient Quarry. The thief might be
hiding there. It's usually faster ro enter by the northern entrance, so we srarr
from there. Go into rhe quarry and start walking down the first hallway. Yi
don'r get far before you spot something suspicious. After watching a brief
scene, your party is arracked.
There are a couple of casters and a handful of melee troops in the group that
ambushes your parry. They're all close rogerher when (he fight starts, and th..
is beavily in your favor. Use your strong area-of-effect attacks immediately.
You can do so much
damage to the enemies (or
disable tbem en masse) that
Aldous has two more quests once you have finished Fournival's rrial and
slain the Griffin. Someone has stolen a ring from the duke's treasure stores.
This ring is known as the Wyrmking's Ring. It's extremely valuable, and the
whole theft might be an inside job.
Follow this sequence to discover more about the rhefr:
Talk ro Pering, a servant who works on the firsr door
corner of the building.
148
Another scene concludes the fighr. When it's over, return to Gran Soren
rrhwesr
arx,
to
Bluemoon Tower'
:ake the long trek to the oceanside fortress. Though the Griffin is gone,
ere are now archers and swordsmen throughout the building. Use cautious
attacks to proceed, because
the footing in Blue.moon
Tower is still quite
treacherous. One misstep
could COStyou a pawn-or
your own life.
southern passages.
At the cop, a powerful mage waits. He mocks you without raking up
much of your rime, and then the battle is on!
[00
to
to
Ser Ravenn delivers a message, and suddenly it's time to go back borne. Reverse
your steps and hurry up ro the capital once more. Don't use the southern gate
to get inside. Instead, take the longer route through the west gate.
her there.
After arriving at your destination, climb the stairs on the eastern side of the
compound. Move down the hallway and rurninro the room nearby.
You have a cough choice ahead. A battle is about to break out. You can
intervene. If you do, it's easy to defeat the enemy. That's not the issue. The
problem is that you stain someone's honor by doing it. Holding back mighr
have major consequences, so that's a rougb path as well.
is more important
than the
rhern Waycastle
reports chat a guardsman has been injured and needs e speak with the
Arisen. You Deed to get down there as soon as you
can,
Leave Gran
150
ren and
. me bridge.
to
Ser Camillus by
Aldous informs you that the duke has a mission for you. If you're ready
to
undertake something of this scale, walk upstairs and seek the duke. He's
in his solar, the room on the western side of the second Boor. Talk
to
him
and then follow the duke through the castle. He goes down to the treasury
and presents a wealth of coin and chests with several valuable items. Loot
everything!
DENY SALVATION
Begins: As soon as you finish Reward and Responsibility
Ends: When you secure GreatViall
Reward: 40,000 Gold, 30,000 Experience, and 50 Rift Crystals
You have to wonder if these Skeletons are formed from the previous guards
that served here. Either way, you have ro pur them all dowo.
rhe west. Take your new roys and leave Gran Soren.
Journey to Grearwall and rest before going inside. Enemies lurk within the
keep, and your people need to be at full healrh before the fighting begins.
Once inside, step forward jusr enough to trigger rhe firsr scene. Two Cyclopes
come into the courtyard from the far gare.
Snow Harpies arrack simultaneously, so the field gers bloody almost insrandy.
Dedicate your full arrenrion to rhe Harpies during the first stage of the fight.
Taking th em our prevents Sleep from affecring your cbaracters when the
Cyclopes starr ro sromp around.
Kill all of rhe Snow
Harpies and rhen choose
one of rhe Cyclopes ro
work on. [f your group is
focused on pure damage,
Fight near the sorcerers. This ends up dragging the KnightS over because all
of their acracks are melee based. Your parry can rhen use area-of-effect acracks
and spells ro rake our the casters while hurting their Skelerons as well.
The easreen room has a captive. Kill the sorcerer and Skeleton Knights in th
chamber ro save one of the guards. He is quire grareful and asks you co look
pawns are figbting. A team rhat can disable enemies properly should splir up
instead, and keep both of the Cyclopes eirher down on the ground or disabled
through spelJcraft. [r's a slower fight thar way, bur safer.
Now thar the courryard is clear, leave Grearwall and rest outside. Tbis
doesn'r cosr any subsramial money, and ir doesn't ear inro your supplies. The
monsters don'r come back!
A small passage concinues inco rhe forr. There are several ways ro go. yer
many of rhe doors are locked. You can only proceed in one way at rhis ri
Take the hallway back inco rhe bowels of rhe building and concinue um
you find a room with a Chimera. Thete's no avoiding the fight, because .
far door is closed (and a guard is keeping it that way as long as rhe Chi
lives). Desrroy the beas[.
152
You can often dispense with the Skeleton Mages and some of the Knights
before the Undead Warriors make any difference in rhe fight. Clean up rhe
melee rroops by backing off to safe range or using area-of-effect attacks.
A locked door beneath rhe steps is unlocked by your guard ally as soon as
the fight concludes. Examine the area behind the door. Stairs take you up
to
a chamber with a chesr and a damaged wall. Place a nearby explosive barrel
beside the wall and detonate it. This creates a hole that you can squeeze
through. The earlier stairs are on the other side, so the opening doesn't get
you anywhere special. However, you can continue your exploration.
A guard opens the storeroom. Loot the chest and then move on. The next room
adjoining room and then move on. A substantial fight is just around the
corner. It looks easy at first; there are stairs ahead wirh a couple of enemies at
the top. Once you start your ascent, it ends up being more impressive. There
are Skeleton Mages and Knights at the top of the steps, and Undead Warriors
file in behind your parry.
Rush toward the Mages and
kill them while waiting
for the U odead Warriors
catch up.
to
SIDE QUESTS
THAT BEGIN HERE
AROUSING SUSPICION
Begins: Talk to Mirabelle in the castle foyer (after meeting Lady Aelinore)
Ends: Once you have visited Lady Aelinore in the castle gardens at night
Reward: 10,000 Gold, 6,000 Experience, and 20 Rift Crystals
After meeting Lady Aelinore in the castle gardens, your hero soon stumbles
into her lady in waiting. Mirabelle is usually in the first room of the Duke's
Demesne. Talk to her, and she tries to arrange a meeting between your hero
and her mistress.
Sleep at an inn until nightfall, and then return to the Duke's Demesne,
Walk to the northern gardens and meet Mirabelle. She instructs your hero t
seek out Lady Aelinore in her chambers. Go inca the main building via the
northern side door, Walk into the Audience Chamber when the patrolling
guards aren't looking; you can hide in a side chamber while you wait (the
servants don't take notice of you). Take the stairs up to the next Boor and 10<'
for the room in the northeast. There are more stairs! Climb those. A bridge
extends northeast from the third Boor. Walk across the bridge and go inca t
duchess' cbambers. A scene follows. You can watch what happens and have
An awesome scene concludes both the battle and the quest. You are then free
to return to Gran Soren.
154
open your cell door and then use the southwestern cell door next.
- doing An Innocent Man right now, unlock the southeastern cell and
IDtJat~ou Vo
men in there leave the castle. The sourheasrern door rakes your hero
-assage char goes all the way out to the ciey aqueducts. You're free once
Put your equipment back on, throwaway the rags in your inventory,
. (be
~tJ(ull}
-CHESS IN DISTRESS
~a k to Mirabelle outside of the castle entrance, on the northern side of the doors
er you've helped Aelinore once agam
35,000 Gold, 25,000 Experience, 40 Rift Crystals, and improves your relationship
Ith Aelinore
There is a cave known as Souillayer Canyon, and that's where you find the
Ietrer, There are rwo entrances to rhe dungeon, and borh are along ehe
northern cliffs as your hero eravels inca weseern Gransys.
Be prepared to fight a world of Harpies as you go. They dominate the area
in and around the dungeon. Kill everyehing in your path and go toward
ehe western side of ehe dungeon. The target is a ledge ehar isn't too far from
'ore running off to deal with Salvation in the late game, Stop for a moment
there. You can see the ledge from the Cyclops' walkway, far above. Don't try
the castle gardens. Look for Mirabelle on rhe northwestern corner of the
find Aelinore. Put on the Set of Royal Guard Armor that Mirabelle gave
hero so that you can enter the estate.
ilead ehrough the Blighted Manse entry to see the map of the area and to get
a walkthrough for finding Aelinore and escorting her out of the area safely. As
soon as you finish this, your hero compleres ehe quese and gets the full reward
for rhe task.
THE CONSPIRATORS
Begins: Talk to Fedel in the Gathering Hall (above the duke's Audience Chamber)
Ends: When you have brought back an important
After meeeing the duke, go upseairs in the casde and look for the Gathering
Hall. Fedel can often be found there, and he starts a quiee conversation with
your hero. He doesn't say much, bue ie sure sounds consequential. Go back
to the inn and resr until evening. Rerurn then and look for Fedel in the
sourhern courtyard. He eventually comes our if you stand in the marked area
and wait.
Instead, continue north around ehe rop of the map. You're forced to slide
Talk eo Fedel and he marks
a large area on your map.
Hunt Bying creatures
out west and attempt
down a few seeep embankments eo ehe east. The slides divide, wieh ehe
western route taking you back into the main seceion of the dungeon. Use
ehe easeern ramp to gee around ro the ledge you saw earlier. Thae has some
parcels that you need for anoeher quest, and the letter that you're looking
to
for. Return chis co Fedel or give the lerrer co Ser Gabrian when you enter the
Duke's Demesne. The choice is yours.
If you're crafty, forge the letter ae The Black Cae, in southern Gran Soren.
You can give versions of the leecer co boeh men eo receive rewards from each!
First Floor
Second Floor
Third Floor
First Level
Underground
AREA ENTRANCES
AREA LOCATIONS
To Barta Crags
9 locked
fa Stairs
'e ond
l
o
o
FI_00[
down
[0
I Faithful
15%
Vf'fll~an's Arc
15%
~Of'IClJlr.t~c;
5%
Master's Bracers
30%
ChimeriC Armet
6%
30%
30%
2'1'0
20%
Animistic Robe
30%
Brown laced
Leather Ocreae
to%
~Cap
r.:~"",~ood
-'('!-1
1'\6
:<,~"S
1;1
35%
5""''9'/ Vol. 2
""
100%
JI!M_I!l_l1'_"l:I_
Salubrious Brew
Assassin's Breeches
35'
7'10
lion-lord's Helm
7'10
Leggings
Gryphic VICtory
~;
20%
1%
liflI
25%
Ring of Sable
10%
20%
Free-Spoken Earring
30%
Ardent Will
1~
Sight Earring
30%
Algid Bloom
1,",
Gryphic Cloak
30%
Kunai
15i
GlmbleGyre
1~
_.q~Vim
J It--
Earring
lit!
~~_P{jicamenl
p ..nfv"llBrew
Sabatcns
""
Qrilu( Shielrl
G .,,..,.. ....,....Pouch
Melolrean Greaves
,.Jll!J
1
15%
Chimeric
Destructible Wall
Barred Gate
~-~~
~""''''[icHalfPlate
Ill)
Barred Gate
Gate
Thc'rc:.1nrl %Og5
Plated Coat
Silver Chestplate
4D locked
Gate
1m Barred Gate
F'fSt F~n(\r
'i!._
CD Stairs
Q Ballism
Desrrucrible Wall
.
50%
Rooted stoom
18'"
7%
AlchemickalBangles
1i1i
7%
Stagnant Surge
3%
6%
30%
GEDITEMS
NAME
.10.' TERS
.~
CATEGORY
Mushrooms
Other
NAME
LargeWushroom
Polar Mushroom
Hemp
Cloudwine
-]
(.
ps
- t
e un Knights
eleron Lord
Snow Harpies
Skeleton
Undead
Wights
Sorcerers
Warriors
- celeron Mages
SIC INFORMATION
all has a number
nng travelers
of services
can sleep
ge wilderness.
of
a number
of
asks you
to
go
to
When
Spoiler lIlert!
you return
the Tainted
Unless
Mountain.
you're feeling
of that quest,
there is little
confront
the Dragon.
high level before doing so. Also, finish all of your existing
confronting
to be done
a way into
the Dragon,
quests
be very
before
quest
the Dragon
Reward: 65,000 Gold, 80,000 Experience, 60 Rift Crystals, and major equipment
upgrades
The northern exit from Grearwall leads ro the Tainted Mountain, where the Dragon makes irs roost. Before going there, tie up as many loose ends as possible,
One of those is to return to Hillfigure Knoll. See the Dragonforged
there, He gives you tactics for fighting Dragons and also a vest of great quality. Receive
these items in good health, and then take your leave of him,
Finish all of the quests and duries that you still have in the world, Much changes over the course of The Final Battle! Also, bring an immense volume of herbs,
restorative items, and whatever else you think may be of use, Fire resist equipment is nice
to
have, Also, bring the best equipment you own, Not only does it help
you win in the corning storm of battle, but all of the equipment you wear during the final confrontation gets a major petmanent upgrade,
I.~
II.! ~
... ",f
811aul
30%
Leather Circlet
30%
Sliver Bands
20%
Feather Cape
20%
IITo Northface
Forest
Hillfigure
Knoll
wilderness
It's a landmark
and
people who stop there speak of a man called The Fool. He's said to speak in
riddles,
confusing
place.
to
at G rearwall.
Talking
fills in a number
of details
about
of Hillfigure
Knoll
is adequately
POINTS OF INTEREST
MONSTERS
Dripstone Cave
(Northern
Entrance)
Bandits
Goblins
Wolves
BASIC INFORMATION
Ianarnia Trail starts
ncarnpmenr.
Iountain
Waycastle.
e settled
lands behind
toward
the
into
..>andit territory.
-:-he lower section
of Dripstone
[Q
Cave empties
-ioving
ungeon
through
that replenishes
out
a
take
while
is loor in the
periodically.
You aren't
a Bandit
area north
a captive.
oi experience
and money.
is inside.
Free rhe
LOOT
MONSTERS
Snow Harpies
Sulfur Saurians
Wight
nigpttime )6 nee
the lRigpt <rime
to stumble
bogs during
spellcasrers
BASIC INFORMATION
It's possible
These flying
so beware!
This small wilderness area is southwest of the Ruins of Heavenspeak Fort. Take the small passage down into the swamp and look for large flocks of Snow
Harpies. That's when you know you're getting close. All of the good treasure here is at the borrorn of the region, south of the bogs. You can even find the
Fourrh Journal Entry here, if you're collecting those pieces.
The bog slows movement, so don't fight in or near the water, Lure enemies up the hill or onto the island while you're attacking them.
MONSTERS
Goblins
Harpies
BASIC INFORMATION
Moonsbit Pass is a section of crags and
canyons that extends from the Mountain
WaycastJe almost all the way north
Soren, It's treacherous
to
to
Gran
navigate at night
to
with oiL
If you have anything that protects against
Sleep, have it at the ready. Harpies attack
anything and everything that tries to make
it through the pass, Ranged attacks and
jumping melee swings work well to stop
the beasts.
There isn't much of value down in the pass. These monsters don't have piles
of treasure, and the land itself is rocky and unrelenting. Come through here
BASIC INFORMATION
The clitlS southwest from Gran Soren aren't settled by any humans. They're
bard
co
Moonshower Cliffs by taking a side route out of Moonsbit Pass. You don't
find much of value on the cliffs, but it's fun to explore the area because it has
such a great view of the city.
ASIC INFORMATION
ere isn't much to do at the Mountain Waycasde. You meet people there
- use It as a waypoint while crossing through the eastern roads of Gransys.
ere aren't any stores to buy or sell equipment
r
trade.
"'bere is, however, a Rifrsrone in this area. If you've lost pawns while
-raveling, hurry here to restore them instead of going all the way back to the
Encampment or Gran Soren.
The roads to the north are somewhat dangerous for low-level adventurers.
That route is filthy with Harpies and Goblins. Be prepared, and don't go at
night. It's possible to walk off of a cliff and do more damage
the monsters could hope for!
to
yourself than
I
I
~.
~
,~
'
VI I S I (,I
'
/....
-'
,,
-== ~-~-.::;:
"
~-.-.. -::-.~-:.-.:..~
...
..-~~.-=-:
...-~
ID~
POINTS OF INTEREST
MONSTERS
Healing Spring
Direwolves
Rest Camp
Snow Harpies
BASIC INFORMATION
Norrhface Forest covers the entire cop section of Gransys. Though it's far from anywhere civilized, there are
several major places that are worth visiting. A poorly defended road comes up the eastern side of the region.
You aren't safe on it, but there are fewer attacks than if you stray iota the forest itself.
Direwolves plague this area. There are simply packs of rhem all over the place. Direwolves aren't that hard
to fight, and they're worth a decent sum of experience. If you're interested in leveling off of kills this is a
good place to spend an extra few minutes.
HEALING SPRING
The Healing Spring is on the western side of the forest, when the ground starts to rise toward the
mountains. Dip your feet in there to replenish health lost while fighting. This saves on herb usage and
doesn't take much extra time out of your nip.
REST CAMP
BLIGHTED MANSE
There's a Rest Camp in the valley under the Blighted Manse. Being
The Blighted Manse is a northern estate that you only need during some late
somewhat on the road, you're more likely to find rhis before the Healing
game questing. In facr, you can't even enter the estate much before then.
Spring. It's also a good way to rest, regroup, and ger your parry ready before
doing any northern adventuring. Return here if your people get beaten up in
The passage north of the Rest Camp is windy. You have to spring through
tbe area to make substantial progress when going against the Wind. Snow
Harpies 10' e r, attack
people
ID
162
.. nd being
POINTS OF INTEREST
BanditsDen
10NSTERS
Bandits
Golems
now Harpies
BASIC INFORMATION
-astOna Cavern includes the mountain pass east of Wind worn Valley and the
aves that litter the area. Bandits have claimed this place as their own. Their
-ielee troops cover the low ground, while archers and men using ballistae
look for caves along the sides of the area. Some of these lead down while
others take your group to the top of the cliffs. The Bandits' Den is up top;
you get there from a cave halfway down rhe valley. If
ringing casters and archers. Archers are especially effective at clearing out
to
YOll
LOOT
Chest (Eastern side of the lower rui ns)
Chest (Outside of the upper ruins, near the stairs
Chests (x2)(Indoors, in the upper ruins)
Wakestone Shard (On tOP of the southwestern tower)
Salomer's Grimoire (On the highest part of the tower)
MONSTERS
Brigands
BASIC INFORMATION
Get the Wakesrone Shard
These ruins are located along the southern shoreline of Gransys. The
compound musr have been quite lovely before it was destroyed because the
place still has some charm and a moderate sense of protection. Many or the
walls are intact; that may he why Bandits have made their home here.
HI -
10
rums
saves your hero's life when your Hit Points drop ro zero.
(See Below)
Maul is a Bandit that lives here in the ruins. He offers your hero some work,
and there are many ways rhat you can proceed once you've encountered rhe
gang. You are given the option to kill a rival gang of female Bandits to
the north, kill Pike (a former member of the gang), sweet talk Pike, or a
combination
of these actions.
Pike is hiding in Cassardis. Look for him along the coastal side of town. You
can convince him to rerum to rhe gang and offer up his life, or to run off
and hide. Sending him back to the gang is a way co get more experience and
credit toward your quest.
The Bandits that Maul wants you to kill are way up north, in the Ruins of
Heavenspeak Castle. There are ten of them to kill if you want full credit for
this side of the task.
Rerum when you've done at least one thing (talked Pike into corning back,
killed him, or slain all of the northern Bandits).
The rewards vary, so here is a summary for all of your options:
A TROUBLESOME
Convince Pika
12.000
8,000
20
10,000
6,000
20
Kill Pike
3,500
2,000
20
15.000
12,000
20
12.000
8.000
20
TOME
If you're here on this quest, which you picked lip from Steffen in Gran Soren, look inside the castle ruins for
the book in question. You don't need to hassle with Maul and his Bandits this time (whether they're alive or
dead doesn't make any difference in the quest). To reach the book, follow a broken stairway that leads up co a
rower, It's inside the building at rhe top of rhe ruins.
Climb the stairs as far as you can and then jump up the damaged walls to reach che very top, That's where
the chest is hidden. Get the Grirnoire from inside and bring ir back to your contact in Gran Soren.
LOOT
Chests (x3)(In the tower basement)
Chest (00 top of the smaller tower)
ASIC INFORMATION
~ -enspeak Fort is under the control of female Bandits. You may have seen
As
base
most are rather cutthroat. But, the people who live in the castle are a
also he2d up
_ t1y friendlier bunch. They don't attack you on sight unless you approach
- leader.
In
the ruins, get into the main tower and head down
to
the
en- There are a few chests there with some moderate quality loot. You can
to
The o:arts of the castle are usually closed. Your hero has to go around a narrow
ledge ro ~tt into the building. This is a minor impediment, bur the ledge gives
s, the leader 'of the group, lives on the lower tier of the fort. She's in a
04
- rreas e
you rull access to the castle and to rhe wilderness west of the ruins. You only
I room across a srone walkway. Save the game before exploring the castle,
lose nme going around. Once you get into the castie, look for the gate lever near
oad it immediately if you bump into her. Though killing her isn't that
Ophis' chamber. You can open the gate before befriending her (just don't walk
deal, it's preferable to win her favor instead. Read the description for
of the ruins)
Heavenspeak Fort isn't a friendly place if you have any men in your parry. One leader there, Ophis, attacks on sight if you
bring any men into her presence. Another leader, Beriah, is a little more easy going, but she still is more interested in
parries that have only women along for the adventure.
Bring a full group of women, or dress all of your male characters in women's cIorhing. You can find some in Gran
Soren, at The Black Cat.
Betiah is willing to give your people a chance ro prove yourselves. Talk ro her in the castle courryard, on the western
side of the gate. Accept her quest and talk ro Beriah a second rime. She gives you a him about the Cyclops' eating
habits. She says that he won't eat anyrhing except Goblin flesh. Hmm.
You can get credit for this quest by
feeding a Goblin
to
the Cyclops.
to
the camp.
to
kill
POINTS OF INTEREST
MONSTERS
Cassardis
Goblins
Encampment
Seabirds
Unusual Beach
BASIC INFORMATION
Seabreeze Trail is the first wilderness area that you get to explore freely
The Goblins are more of a threat, bur only so much. They attack in small
to
get
166
groups, hassle people on the road, and die with a good arrow
to
the head.
Use them to level up before going to explore elsewhere in Gransys. Tbe easy
fighting earns your hero experience, a Iirrle bit of money from the chests the
Gobli ns sometimes guard, and poses little to no risk.
First Floor
Second Floor
Third Floor
First Level
Underground
'~~~''''-~
Ogre Bone
1111
'~
,.,j!1
10%
Coin Pouch
35%
Obliteratrix
15%
Over-Knee Boots
10%
ChimeraStralegy
Vol. 1
20%
Restless Earring
5%
Harspud MUk
25%
Coin Pouch
30%
Jewel of Toxicity
Argence
30%
Lupine Veil
'" 100%~1" I:
mrtm.4'"
Coin Pouch
25%
35%
Silver Ring
15%
Scale Greaves
25%
"
Mushroom Potage
25%
30%
40%
Assembled Sleeves
15%
40%
30%
Sooenng Wne
15%
Cockatrice Strategy
Vol. 2
20%
1-5:illz-"
45%
l~"m
10%
Feather Cape
35%
i
I
!
I
~1I,,;rrf!lil
100%
I..
feather-Light Pelta
50'10
35%
""" ...
15~.
Scalding Razors
15'1
35'"
Gnevous Horns
100%
20%
Slk
40%
s-ene-Moss Poultice
40%
t IBronze Sabatons
, IBronze Gauntlets
IOrrewolf Bow
15%
,I
I
II
I,"
Steel Greatsword
I_">::~'"
65%
45%
II'
I Cyclops Veil
35%
Harpy Cloak
I
I
1
I!(!ID.! !~,,~
MllShroo!T' P0t3ge
)aaoH'lIlO!
25%
Coin Pouch
_!l_
-t!iJ"f,,, ,~
~
20%
Isurcoat
IScate Coat
-~~,
5%
20%
I",
I'
I! '
Goddess Gameo
,~~
" ll.
70%
15%
15%
,1'
_'"
~-::;-:---~-~~~~~~~---:-~~~~
'", /
'-'
"
I'
'.." ~
,...
..
to-
."
,',
,,_
"
""
~=----~
'-~~~~~-=";--~----::--~.--=-~~<~~~.._----...--.----:-~~~:~~~
v,r"
"';,
~.~~~~
,~,.
QllEST (,PIDE
AREA ENTRANCES
D To Devilfire Grove
G> To Frontier
(Small Character
(J To The
(J To The
LOCATIONS
IMPORTANT ITEMS
(9 Slot
Front Gate
m Ladder
to
Commander's Antechamber
WANDERING NPCS
MONSTERS
Bars
Cyclops
Goblins
Hobgoblins
168
Caverns
Floor
_-\SIC INFORMATION
'hadow Fort is a well-placed fortress that protects the southern areas of
'rs from Goblin invasion. The duke's men have held the area for quite
some rime, but probing
attacks have weakened it of
late. You mighr be called
upon to aid the keep in a
time of need. If and when
that happens, come with
chen:
You
is the quest, acquired in Gran Soren, which opens the Shadow Fort.
. to the guards when you first enter the area, and then continue into the
-npound. A hole leads from the outside of the fort to a storage cellar on the
-sr Aoor.This hole is on the western side of the main yard. Walk from there
the end of the tunnel and then jump to the rap. Loot the room above if you
ce, but be ready for Goblin attacks.
The main courryard is underneath your characters. Two Cyclopes and a bevy of
siege weapons protect the area from your advance. Walk back down the steps of
tbe building and leavevia the main door. Jumping down causes your parry to
take tOOmuch damage.
A strong team can light their way through the courryard, but a clever team
can leg it instead! The building with the hidden lever is marked on your map
now. Ignore its main door, and instead run to the far side and climb up rhe
ladder as fast as you can.
~ iblins and their Hobgoblin cousins attack once you're inside. Always warch
c stairways and narrow corridors that lead between rooms. If you have a
curdy character, block these chokepoints. It's hard for the Goblins to use
the inside.
If you choose to fight, hang
back near the front gate
and lure the Cyclopes over
to your party. Fight them where there isn't much ranged support. The farther
the brutes have to walk before fighting, rhe higher the chance they separate.
You can also climb the opposing wall via a ladder and assassinate one of the
siege Goblins that are shooting a fiery ballista. Use tbe siege weapon to try and
kill some of rhe enemies in the yard (or rhe enemy siege troops across the way).
However you do it, get to
the building on the side of
the courtyard. Push your
Climb the Stairs ro rhe roof of the fortress and fight the Goblins that ambush your
people. There is often a sudden attack as you get to the roof so have a shield at
the ready if you're a defensive character. Weaket heroes should send the pawns
ahead to trigger the ambush.
The map has a spot marked as your next objective. A mechanism is there, and
it controls the main gate. Goblins don't look very smarr, but their appearance is
deceptive. They're actually
REINFORCEMENTS
HAVE ARRIVED
The Captain and his men come through the open portal in force and arrack
the Goblins ferociously. Come down and belp them kill as many of the
creatures as you cao. After many have died, the Goblins' leader opens the
doors to the northern building.
e-,
~.
"" -.
I'J:'
~.~
~~~
to
to
the second floor, but the way to his room from the ground floor was already
collapsed when your team entered. The only way to get
set
team up to knock their leader out. He's tough for what he is, bur he can't
partial credit
r;
iImo~ll!Qi.lm:gJl:iXIl8X1l8Sllolo6i
tbe battle.
I!
~lB8l~UggUK;
:.I
!sir
.~
_.,
,~
the roof. Come down, kill his Goblins and Hobgoblins on the way, and then
to
.=-""'_
....",.
Take advantage of this; siege the chieftain's headquarters. Trash the front
room and start making your way up to the tOp of the fort. Another Cyclops
protects the roof. His ballisrae-wielding Goblins aren't able
if they're still alive, because rhe devices can't turn far enough
to
to
shoot anyone
to
then watch him flee. Talk to the Captain back in the courtyard. Take a second
to
Kill these pesky foes and then work on the Cyclops when he's by himself.
You've already killed plenty of these enemies before, though this one is
extremely well armored. He takes many more hits because your weapons
bounce off of him so often. Mages are a major boost
to
because of that. Melee troops should instead keep the Cyclops on the ground
for as much of the fight as they can. He can't do much damage from rhere.
As usual, attacking the feet is a good way
to
shoot/hack at the same foot so that its shackle breaks and leaves the area
unprotected. The armored Cyclops takes longer
but he still dies eventually.
170
to
to
Gran Soren.
First Floor
First Level
Underground
Second Level
Underground
MONSTERS
AREA ENTRANCES
o
o
o
o
e
e
Cyclopes
Hobgoblin,
To Barta Crags
Ladder To Soulflayer
Canyon:
Phantoms
Snow Harpies
First Floor
Spiders
Sulfur Saurians
Slope To Soulflayer
Canyon:
Ledge To Soulflayer
Canyon:
Ladder To Souillayer
8 Ladder
o
o
To Soulflayer
Slope To Soulflayer
Canyon:
Canyon:
Canyon:
Firsr Floor
First Level Underground
First Level Underground
V
Terminal Gyre
"45% ii'
Secret Softener
Almace
15%
Animistic Robe
40%
Cockatrice Strabgy
Vol. 1
7%
Goddess Cameo
6%
Plain Longbow
Argence
35%
Bastard Sword
Tripi, Tooth
100%
To Cursewood
Thousand Strings
AREA LOCATIONS
seanet Cap'
Chimeric Half Plate
Crowned Hood
cm.Leaper's
Ledge
IMPORTANT ITEMS
CD Fifth
Journal
49 Saurian
Tactics Vo!' 2
CD Cockatrice
4D Parcels
Entry
Strategy
Vol.
BASIC INFORMATION
Soul Bayer Canyon has rwo
Loot rhe chests in the open area and then climb a ladder across from your
tunnel. More Snow Harpies arrack at the worst time. Once they're triggered,
you can climb back down co fight them in the open. It's easier than dealing
A chest is on the narrow ledge above your position. Loot it and continue climbing
co the cop of the room. There are even more Snow Harpies and Hobgohlins
CO
kill
ar rhe summit. They guard a chest with the Fifth Journal Emry.
to
leading down.
Don't fight near the edge of the pit. There are tOOmany ways CO faU in and die.
Get around co the rear of your enemies and force them into the pit instead.
The parh soon divides. A
northern splir lets your
group out from the wesrern
exir of the dungeon. Do
rhar if you wanr a breather
or are simply passing
through SoulJlayer Canyon
Spiders are below, and more Harpies are watching. Use ranged attacks co keep
the skies clear. You can't afford co be picked up in this area because your hero
The orher path exrends OntOa rocky bridge where a Cyclops guards the way.
Kill aU of rhe Harpies and Hobgoblins before Stepping foor onco rhe bridge;
Prorecr your ream while crossing the bridge below and listen for the growl
of Saurians. The ones at the bottom of [he route are Sulfur Saurians. They're
Ranged arracks are a godsend yer again. Hit rhe Cyclops from a distance and
tougher, deal more damage, and have Phantoms nearby co support their
either force him all the way co your cave (where it's wider), or kill him where
artack. Hold back to keep the Phantoms out of the fight. Pound the Sulfur
Saurians with knockdowns and ranged attacks, and then deal wirh the
Phantoms.
Look for a cave of Hobgoblins on the other end of the great ledge. It's
you back
somewhar hard co see, bur rhere isn't anywhere else co go. Porions,
near rhe mouth of the runnel. The Phantoms don't maneuver as well, making
rhem easier co hit. Also,
cluster your pawns so that
no one gets picked off by
their possession arrack.
Slap anyone Out of it if
[he Phantoms latch on,
otherwise
CO
the easrern
The tunnel opens again, and more Phantoms wait. Take your time and fight
you're going
lose a pawn!
172
to
rimes faster rhan the reverse. That's JUStsomething to keep in mind if you're
heading back co rhe capital from the wesrern lands.
AREA ENTRANCES
AREA LOCATIONS
Royal Surc:oat
2%
Ardent Will
10%
Jewel of Silence
30%
Font of
FORAGED ITEMS
MONSTERS
Gold Ore
-----
Herbs
Books
Fufigin Ore
Draconian Strategy Vol. 2
ImDenal Acid
Silk
Argence
Or.
Tan.red
Saurian
Goreclurnera
Hammca
Flowers
GtO
Hell Hour-dv
Spiders
:::MalC=.':_"
-'
Succubi
'In Grand Hall
2%
Steel Cuirass
consnnnon
20%
_':
~~--,-,~---,<~-,~--.~
--:::-::~
-::'T:--:-:-. ~:-.:-~.
=r=:
QI I S'I
ct
1./
-.~~- ..~---.<~~-<~
~-
--.~
--..~--<~~
-_
..
~--::-:::----<----<~-<--.-.-~-.<~-_---><-
--::::;:-:::- ~~:;<
=r= ~
'/r
_,
=-::-= -::'":-:-:_~
=r= -=:-_
--.---.,----o<---.---><~
-.
----=-:- .. -:;:",--;;:' ~
-:::;_z-;-=- -:::~;7._
IDE
BASIC INFORMATION
The Tainted Mountain leaves everyone with a feeling of dread. Yom pawns
starr doing the "We're at the end of our journey" talk, and that tends
to
be
cause for concern. And, indeed, the monsters here are some of the fiercest in
all of Gransys. Dying is always a possibiliry.
to
to
to
to
expose them
to
more damage is
worthwhile.
The larger room ahead is guarded by a flock of Succubi. Kill them before
descending to the lower paft of the chamber. There are new enemies below
and you don't want to fight everyone at once. Kill the Succubi near the top,
and then use the area on the left to get down. Hell Hounds stalk the floor.
They fight like Wolves, but have massive damage potential. Protect yourself
against fire, if you have the means (e.g. Fire Affinity, accoutrements with fire
resistance), and use attacks with high burst damage. Though powerful, Hell
Hounds have relatively low health and can be slain before they spew fire all
Before you've walked far down the initial path, a Geo Saurian attacks. These
lizards have so much health that even a single one of them takes a while to kill.
Have your group keep the geo Saurian knocked down the entire time. They
don't weigh much, so that's not hard
to
Turn toward the next cave and go inside. A new type of Harpy is there. They
their damage out of the fight as soon as possible. The smaller the pack, the
and disabling your party. Knock it out of the sky and beat the beast down.
Succubi, though stronger than Harpies, are still awful on their own. They
need a pack to be a real threat.
More Succubi and Geo Saurians are below. As long as you advance slowly,
there aren't many things ro fight at the same time. Lure the creatures back
your gtOup and maintain the four-on-one advantage as long as possible,
,1
174
Should you have problems, attack individual Hell Hounds so that you knock
are called Succubi, and they're still flying monsters that rely on dodging
to
THE GRAND
HALL
hall bends through the southern reaches of the area, connecting the
revious antechamber wirh the Grand Hall. Spiders cover rhe floor of the
'ullway bur do little to impede your progress. However, that sound ahead is
.rnerhing large. Something quite fierce. Recall the fight thar the
rsr hero had in the beginning of the game? It was in the
ext room, with a Chimera.
ell, now it's your hero's turn, and the Chi meta is
'gger and meaner than ever. As soon as your parry
nrers the Grand Hall, this Gorechimera attacks.
Search the room for treasure when the fighting ends. There are ,
open until both of them have been fully locked in place. Step rhr
r' To proceed, have your people stand on rhe pressure plares near the door. The door doesn't
r into the Tainted Mountain Temple!
AREA ENTRANCES
~-=~~~~~~====~.}=~======-==~============.~"
D To the Tainted
Mountain Temple
8 Ballisra
MONSTERS
The Dragon
BASIC INFORMATION
There's a very big Dragon here. Bur you're faced with a lot more than a
ritanic foe. The first test is what you plan co do about the siruarion irself
This Dragon is nat a mindless beast; it has a cold and calculating mind. You
have to Iisren to its sin ister offer and ponder the ourcorne carefull y. Both of
the paths offered have great consequences for all of Gransys. Don't rush co
choose umil you've really thought about your decision.
III
Molten Boots
Champion's Bangles
100%
100%
Peak
Crossed Cirquedea
14%
Threaded Cudgel
14%
Saving Grace
14%
Cyclops Sigi!
14%
Chilling Razors
14%
Unfettered Claw
14%
Solar Providence
14%
2%
I
I
Stalwart Earring
Dragon Band
176
Dragon's Den
14%
Angers Sanctum
14%
Stalwart Bow
14%
~oble Limbs
14%
Herald's Helix
14%
Dragon Band
14%
Flame Skirt
14%
2%
100%
100%
HE CALL OF ACTION
Approach the Dragon and answer its question with a "Yes." After a brief
scene. you must flee the cavern. Let's call it a tactical withdrawal. Follow your
pawns and dodge
Spoiler lllert!
(,d/llfA(ti'm represents the culmm.uion of the main
It you wish to avoid spoilers. avoid reading
vline
information
1 <jllt";l
to
done and don't wish to enter a devil's bargain with it. No matter. It's time
t
YOLI
to
Killing the Dragon concludes the main story, but you have the option to
continue the legend of the Arisen. When the credits close, you return
to
Cassardis. There are new quesrs to explore, including A War", Welcome. Thar
quest is a continuation of the events that just took place.
THE COMPROMISE
If you choose not
to
plays. Your game ends soon afrerwa d, and you won't have the chance
to
save.
Its entirely possible to wacch chis scene and chen "Retry" so that you can
watch both endings.
POINTS OF INTEREST
MONSTERS
Bloodwarer Beach
Cyclops
Conqueror's Sanctuary
Goblins
Healing spring
Hobgoblins
Traveler's Camp
Phantoms
BASIC INFORMATION
HEALING SPRING
The Healing Spring on the western side of the woodlands is extremely useful
name, this sounds like a forested area, but rhar's somewhat of a misnomer.
for travelers. There aren't many places to relax in southwestern Gransys, with
Verda Woodlands includes forested territory, some open plains, and even hills
the Rest Camp of Devil fire Grove being the only other option. The Healing
Spring is free, and it's fairly close to areas with a heavy monster presence. Come
here after battling Cyclopes and Hobgoblins, or even the Drake in the grove.
are the most common attackers, though nighttime explorers are going to
stumble across Phantoms as well. They're immune to physical damage, so
avoid rhis section at night if you don't have good casters.
CONQUEROR'S SANCTUARY
A large clearing in southwestern Gransys has been seized by Goblins and
TRAVELER'S CAMP
You don't find much in the Traveler's Camp; it's an abandoned tent that's up
in the hills above the Conqueror's Sanctuary. You can't loot much treasure
there, and nobody is staying there either. It wouldn't be good fot their health
if they did; the Goblins have completely taken the region.
Still. corning here once
is good for explorers and
achievement hunters.
Every location that you
find counrs toward the
three exploranon Trophies!
Achievements.
180
There are multiple escort quests ro take people through the sanctuary and
"ward ro Bloodwarer Beach, so you have
to
The worst of it is that you can fight as many as tWOCyclopes here at the same
me. They attack along wirh any Goblins that are nearby, making it quite
rd
to
to
protect an escort
- well.
Or, you can save before coming into the sanctuary and reload instantly if one
of your escorts isn't going
to
BLOODWATER BEACH
- s better ro come here ahead of rime, kill the Cyclopes and rhen run the
ort missions right afterward. The Goblins come back quickly, but rhe big
_J)"S
to
reappear.
to
it's otherwise
hile doing this, climb rhe sourhern hill and trash anyone who is using the
quite
lisrae up there. Those siege weapons do high damage and make it hard
pass through the valley without getting your people hurt. If there are
cill enemies below when you're up there, use the ballisrae for some target
Getting
to
Bloodwarer Beach is the only tricky patt of the affair. You have to
Quarry
POINTS OF INTEREST
MONSTERS
Eradication Site
Bandits
Goblins
Witchwood
Hobgoblins
Saurians
Wolves
to
'-I (,I
:-_-__=--:---:-~~
-=-.-:--3:':-~:-:-.'
--~---;-:.---'-.--:--:~-.
~'~... -'~:
~--::-~-:::.-:::-:-::--::-.-~
IDI
POINTS OF INTEREST
MONSTERS
Bloodwacer Beach
Cyclops
Conqueror's Sanccuary
Goblins
Healing spring
Hobgoblins
Traveler's Camp
Phantoms
BASIC INFORMATION
HEALING SPRING
The Healing Spring on the western side of the woodlands is extremely useful
name, chis sounds like a foresced area, buc char's somewhac of a misnomer.
for travelers. There aren'c many places co relax in southwestern Gransys, with
Verda Woodlands includes forested cerricory, some open plains, and even hills
rhe Resc Camp of Devilfire Grove being the only ocher option. The Healing
Spring is free, and it's fairly close co areas with a heavy monster presence, Come
here afrer battling Cyclopes and Hobgoblins, or even the Drake in the grove,
are che mosr common attackers, though nighttime explorers are going co
stumble across Phanroms as well. They're immune co physical damage, so
avoid rhis secrion ac night if you don't have good casters.
CONQUEROR'S SANCTUARY
A large clearing in sourhwescern Gransys has been seized by Goblins and
TRAVELER'S CAMP
You don't find much in che Traveler's Camp; ir's an abandoned tent that's up
in che hills above che Conqueror's Sanccuary. You can't looc much creasure
chere, and nobody is scaying rhere either, Ic wouldn't be good for their healch
if they did; the Goblins have completely taken the region.
Scill, coming here once
is good for explorers and
achievement hunters.
Every locarion chat you
find counrs coward che
rhree exploration Trophies/
Achievements.
180
-,ere are multiple escort quests to rake people through [he sanctuary and
ward
[0
[0
re worst of it is [hat you can fight as many as two Cyclopes here at the same
me. They attack along wirh any Goblins that are nearby, making it quite
...,.d to win the day. That's even nastier if you're trying
to
protect an escort
well.
Or, you can save before coming into the sanctuary and reload insranrly if one
of your escorts isn't going
more stressful
tOO.
to
BLOODWATER BEACH
ts better
=0([
[0
come here ahead of time, kill [he Cyclopes and then run the
missions right afterward. The Goblins come back quickly, but [he big
quite
\\"'hile doing this, climb the southern hill and trash anyone who is using [he
ballisrae up [here. Those siege weapons do high damage and make it hard
any monsters
-0
pass through [he valley without getting your people hurt. If [here are
srill enemies below when you're up [here, use [he ballisrae for some target
in that exact
Getting
get
[0
to
Bloodwarer Beach is [he only rricky pan of [he affair. You have
[he road, wesr into [he general area, and rhen fighting through Conqueror's
Sanctuary in the far west. Gran Soren travelers can cut through
Quarry
POINTS OF INTEREST
MONSTERS
Eradication Sire
Bandits
Goblins
Wi[chwood
Hobgoblins
Saurians
Wolves
to
to
the Ancient
to
LOCATIONS
IMPORTANT ITEMS
CD Watergod's
Offering Chamber
CD Pressure
"
Water's Bottom
G)
Altar Slate
Altar Slate
G)
Altar Slate
$ Altar
Altar Lever
Slate
MONSTERS
Bats
Skeleton Mages
Cyclops
Skeletons
Rats
Sulfur Saurran
Saurians
Specters
BASIC INFORMATION
Until you're sent ro Watergod's Altar for a quest, this dungeon is easily
missed. It has an extensive amount of treasure, bur the place is so our of the
That's the closest landmark in the wilderness. Starr there and explore the
Goblin-infested regions below. One of the small western valleys leads over to
a waterfall. Watergod's Alta: is there, beside the falls.
to
make i; easier
to
YOll
understand.
THEENTRYWAY
Walk down the natural cave that leads into the dungeon proper. Bats attack, so stop ro kill them before you continue. Look for herbs along the sides of the
tunnel because this dungeon has quite a few of [hem to gather.
When the passage divides, rake the route on the tight
(the runnel ahead soon comes ro a dead-end). Kill Rats
in a small srorage room and walk a bit farther north
until you teach a junction. The small rooms ro your
west have Skelerons and treasure. There's a tidy stash
of money there, so rush into the rooms and kill the
Skeletons while they're rising. You can destroy
almost the entire group before they have a chance
ro defend themselves.
The main route has another junction just a bit farther
north. This one is strange because there are ladders
everywhere, a switch to pull, and a murky pool of
water ahead. You need to find a lever before you can
use that switch.
184
To pass through the room, take the western path around the edge of Water's
Bottom. That gets your people into the Offering Chamber. If you're working
the western ladder down into the darkness. At fitst you only hear Bats
on The \fIalergod'J A/tay fat Set Maximilian, that is where you find Brother
shadows below, but many Saurians ate close by. Sever their tails with
Jean. The room also has a bit of a Cyclops problem. He's of the unarmored
or weaponry, or bold back and kill them at range with fire and missile
variety, so it isn't
tOO
hard
-ons. A door opens after the first group falls, and another cluster of
to
of room to maneuver,
to
"rap rhem in the doorway co their chamber. They can't attack rogerher,
. aking it easier to hit them with area of effect weapons while defending your
the Watergod's Altar Key. Head back across the bridge you lowered and head
east
"hen they're all dead, search the room that they were guarding. You uncover
"Tloretreasure, including gold and a number of chests. One of those chests has
the Watergod's Altar Lever.
Take it and bring it
CO
the
[0
the north.
WATER'S BOTTOM
AND THE OFFERING CHAMBER
Ranged weapons and spells are a boon in the next room. Saurians and
Skeleton Mages are the defenders of the chamber. They are all tough to
kill because your party has to fight on narrow ledges. If anyone is knocked
off, they immediately plunge into the water below and then return
to
the
to
to
Mages and kill them. Attacks that knock enemies around are quite effective
because you're able
to
to
a wall that has a socket in the middle of it. Use the Watergod's Altar
Key here
to
_:_- ~
r.
,ow
~.~ -~
~::::=
_;
.o_
_._
--==..
,'
---=---- ---::::::::=--.z=__
'
-.....!._~~_
..
-.--:.:___
'_.
......
'
".
_ ....
44
_ ........
./
-~
-=:--
-~~
_._.
_'.
__
_,'
...
~-=----.:::=- -==
_~.u
,L
_.....
'''-_''
~,
...
"
....
'-
-:;:::::- -:Z::=_~~-~---=:::=
~ ..'.' __:::_,__
_ ........
.._.__ ~...'.
c-:
'
--=-..~
0_-;;'"
-.:=:::_--_;;.'
':"
There are Bats and a Sulfur Saurian in the next room, Fight them by
Take the fighr slowly and watch to make sure that no one is being possessed,
attacking the Saurian from behind until his rail comes off, He's easy to trash
Smack any Specter that latches onro your characters, or walk over to your
after that, The bats are a joke to your parry by this point. Loot the room's
pawns if your hero is snagged. Tbey smasb the Specter off of you before death
sets in.
Another Sulfur Saurian cries to Stop you; he's having a laugh, Kill him in the
Kill everything before you search for loor. The side chambers and chests get
you a huge amount of treasure, and there are special slates to gather as well.
to
These are needed if you're working on The Watergod's Altar (for a later stage
of the quest),
The stairs take your group into a room of dirt and herbs, Though me place
is clear ini tiall y, stay on your guard and use "Assist Me" to get the pawns
interested in buffing the party. Fire or Holy Affinity help quite a bit io the
next fight.
Skeleton Knights and Mages claw their way up from the dirt around your
party, Stay close to your pawns so that the Skeletons can't swarm any single
member of the group, Attack the casters first because they're easier ro kill and
can hit your people from long range, making it harder
to
protect everyone,
Loot the dirt room and look for a small side passage, It ends with a pressure
plate, Step on mat
to
is now exposed!
to
stairs were Hooded JUSta moment ago, but now they take you inca a series
of large rooms.
Undead creatures
(including
Skeleton Mages
and Specters) fill
the halls.
186
n you're done looting the lower floor, take the northwestern exit. A
ps is there, on some ledges that look out over the water. Fight him or
me creep over to the edge and push him into the water, which gets you
romaric kill and full experience.
runnel ends with a ladder that takes you back up to the Offering
ber. You can leave the dungeon or continue exploring. In all, there are
Altar Slates, and you want to get them all (at some point).
POINTS OF INTEREST
MONSTERS
Abbey
Deer
Prayer Falls
BASIC INFORMATION
The Wilted Forest is a pleasant part of the Gransys wilderness. There aren't
many enemies there, and you can get in some great sightseeing. Deer are
more common than monsters, and you occasionally bump into treasure chests
that are unguarded. Herbs are also plentiful!
TALENT IN BLOOM
ABBEY
Begins: Talk to Quina at the Abbey (If you've already escorted Quina to the Abbey
and after meeting the duke)
The Abbey is a small point of solace in the middle of the wilds. West from
Gran Soren, the people who worship here decided to build a temple that was
really out of the way. They don't have any goods or services to offer, so you
don't need
to
come here often. It's more of a place to visit, look around, and
chen leave.
to
Abbey afterward. Seek her there after meeting the Duke, and agree
with her healer training. She gives you a Bower and asks you
Not far away, to rbe norrhwesr, tbere is a really beautiful waterfall. Some
to
escort quests take you out in that direction, so make sure to discover both
to
to
help
find someone
take it before it wilts. You get credit for giving the flowers to anyone
special, and you improve your relationship with the target individual.
to
the Abbey.
There is riftstone in front of the building, and you can regroup and get your
pawns back up
to
speed.
to
to
This is the fastest option, and it's doubly useful if she's a person that you'd
like your chatacrer to get closer to.
to
to
find someone
to
to
Visit Quina and Clams at the Abby. Clarus is man of the cloth. He wants a
Pilgrim's Charm, and you are JUStthe hero to get it for him. You can find
one free of charge our in the Catacombs, bur rhese can also be purchased
YOll[
to
snatch some
If you go to the Catacombs, look fat Quina there. You get the option to send
her away or ro escort her through the dungeon. Raise your affinity with her
by escorting her through the area.
After you get the charm, bring it back to Clarus. The rewards for the quest
A PARTING GIFT
vary slightly. You get twice as many healing items if you take the time to
Begins: At the Abby after you've finished Talent 10 Bloom and before you accept Deny Salvation
escort Quina. The experience and gold that you receive aren't affected.
PRAYER FALLS
Prayer Falls is on the western edge of the Wilted Poresr, It's a section of
water that descends into the north-running
woods. Monsters to the west are much stronger, so be careful not ro take an
inexperienced party past the falls.
You don't find many people our here. There are just a few folks from the
nearby Abbey that come ro clean themselves, gather water, and pray.
LOOT
Chest (Behind the locked gate on the ground floor, south side)
BASIC INFORMATION
WindbluffTower
is the duke's northern stronghold. There are many guards there, bur few of them have work for your hero. Rather than being a quest area,
the tower is more of a quest target. You're sent there from time
to
time.
Ser Daerio is on the ground floor, by the tents. He's one of the more important Knights who serve (here. The orher men patrol the walls and the grou ds, and
they do a good job.
YOLI
have one week to gather supplies for Julien or ro talk ro the Captain of
_uard down in Gran Soren. It's certainly much easier ro return to Gran
but both options are fair. Here is a table
to
ur options.
',.
I 11:"2!1~.
12,000
6,000
20
6.000
4,000
20
Meat
5,000
3,500
20
Juli en
3.000
1,500
3,000
r---;:soo
20
ttle captain
20
u talk ro Julien and select "One Week" your party receives five units
-.mbrosial Meat. Giving these to Ser Daerio is a good way
to
raise your
ty with the knight. That said, you can also JUStkeep the meat for your
+.
To do this, talk to Ser Daerio and cancel when the screen opens
to
band
r the meat .
. ress Ser Daerio enougb and he gives you the Key to WindbluffTower
at
end of the quest. This opens the storehouse at the fort, where you find
nice pieces of armor.
other trick in this quest is to play everyone. Give the message
Julien and Eirnesr. Go to Julien first,
to
.fONSTERS
Snow Harpies
BASIC INFORMATION
The Windworn Valley is close
to
road splits, with a small eastern trail leading into the valley. Snow Harpies
guard the initial entrance, but more fierce opponents lie beyond.
One obstacle is the wind that the valley is known for. This gale is everpresent, and it pushes
against your characrer as
you tty ro advance. Kill
enemies before going into
the area so that they can't
hassle you during the
tougher spots.
Then, sprinr through the wind and use Stamina-restoring herbs if you run
out of steam. Failing this, the wind pushes you back and makes it quite hard
to continue. The effect is diminished on the edges of rhe valley, but it's srill
srrong enougb
to
r,'
!!l
Circlet
55%
Silver Bands
15%
I
i
Cleansing Earring
15%
Oirewolf Bow
15%
I~
" iIi)/l~cit(I,
Blue Longkilt
60%
.(
Yellow Gaiters
30%
10%
Common Archlstaff
55%
Malignance
15%
Master's Merie
15%
Ruled Bow
15%
Urban Hosen
ol''''
c-
,",-
Dose of Courage
35%
Missionary's Robe
7%
Mahogany Cape
7%
Mag~~ian's
Surcoat
4%
Jewel of Health
25%
Harspud Milk
22%
_I
Oirewolf Cape
25%
Restless Earring
35%
Meniscus
I serrystone
-~
Silver Ring
40%
l!I
AREA ENTRANCES
LOOT
~==~=======-==========~~============---=~======~
D To Vestad Hills
MONSTERS
UqucVim
60%
Rust,d Bow
20%
Magi::ian Crutch
20%
~ .<.
Banker's Periapt
Boars
Goblins
40%
Common ArchistaH
10%
Silver Ring
10%
Coin Pouch
40%
AREA LOCATIONS
Wolves
BASIC
INFORMATION
, Guardian's Grave
Tree)
NPCS
190
DOSE
of Strength
20%
verdant Hood
40%
Wizard's Helm
15%
Gossip's Mask
5%
20%
I r,
Lady'sCorsel
l'
II
70%
Mag ck Buckler
15%
White Stoc~ngs
15%
Desrroy all 01 the glowing poinrs on the creature's body. This is most easily
accomplished by grappling the Golem and using lighr attacks on the
individual points. These amulers of power are smashed, one by one. Often,
this disables rhe Golem for a short rime. The only problem is char Golems
get very angry wben their systems come back online. If a Golem (Urns red,
rhac means thar it 's in a state of frenzy, Back off and fight defensively during
this rime. Ir's much safer than trying ro finish the creature off! Eventually the
frenzy fades, and you can go back to amulet smashing.
After you destroy the Golem, your team gains access ro a secret rome
underneath Selene's house. This takes you to a seerion of the foresr that wasn't
previously available. Guardian's Grave is at the end of it, with some loot. You
can also complere rhe Witch HUTlt quest at that time.
TONGUE
Begins: After you pick up a strange tablet (after completing Witch Hunt)
Ends: Once you decipher the text on the tablet
Reward: 25,000 Gold, 10,000 Experience, 30 Rift Crystals, and a Ring
los from Wolves and Spiders come frequently, and you can't see rhern from
....ay. A few Goblins are here roo. Listen
to
re preparing for a fight, something has caught wind of your group. Wait
'11
out
to
a few groups at once. That's livable if you've been doing some serious
ring already, but ir often spells death for a less experienced hero.
'Ie trickiest parr of the way east is a sunken area that your parry has to bypass.
- cross the gap, use the higher area we mentioned in the tip above. Or, walk
'" a fallen log that's at the end of the northern path. Jump off from there
_ t
to
to
Hillfigure Knoll, north of the city, Bring the tablet up there and ralk
to
the
METTLE AGAINST
rough the woods, and the cabin you seek is in a clearing close by.
...YOllOgwoman named Selene lives in the house. If you have any business
METAL
Witch Hunt
ith her, go ahead and do it while you're there. Afterward, take the path
hat's north of Selene's house for a fast way to leave the area. Within moments
our party escapes rhe forest. The new exit is on the cliffs near Cassardis, so
Come back
au can resr there after your trip. Sadly, this is a one-way trip.
rr=
!
,
to
These upgraded Golems leave their medals all over the area so that you can't
kill them just by climbing all over their bodies. Search around for the medals
and destroy them to stop the rampaging monster. Once the Eghr ends, you
item completes
this
sun.' to get the Bronze l dol now so [hat you have it for later!
~~_u_=========================~o..;J:
DEEPER INTO THE FOREST
After meeting the duke, later in the game, you can starr a quest called Witch
Hunt. Ir begins in Gran Soren, ar Fountain Square. If you come to Selene's
house while on that quest, a mob of villagers and guards arrives to arrack her
home. They're chased off by a Golem, bur your party is lefr holding the bag
when the monster attacks.
After completing the main story of Dragon's Dogma, the Arisen continues ro be an important person in Gransys. There are new quests to obtain, and this
chapter helps you find these new challenges (and defeat them as well).
Finishing the last banle gers your hero a number of equipment upgrades. Take a look ar your existing gear
to
Ends: After you've gone to the Duke's Demesne, visited the Solar, and returned
to Fountain Square
Reward: 80,000 Gold, 60,000 Experience, and 80 Rift Crystals
Breaking ies
so that's good news. However, you canr visir his home, the
Knight's Manor, the church, or che Duke's Demesne,
Make sure that you have a good supply of Ferrystones and
have tied up any loose ends 111 that parr of the (lty before
you continue.
A CHALLENGE
Begins: At the Cassardis Notice Board
Ends: If you beat the encounter in the Frontier Caverns
Return to Gran Soren and talk to [he guards on your way in. They direcr you
Reward: 20,000 Gold, 18,000 Experience, and a new treasure chest in the Frontier Caverns
toward the Duke's Demesne. Go to the keep and climb up to the duke's Solar,
on rhe second Boor. A duel begins when you enrer the room. It's nor a fight
that you can lose without trying. Defeat your enemy. When the next scene
concludes, quickly leave rhe castle. Sprint back through to the Craftsman's
Quarter and then down the street toward Fountain Square. Another scene
begins as you do so. The quest ends as soon as the scene is over.
You don't get rhis quest until very lare in the game, after the Arisen has
accomplished many amazing things. In the Posr Game, the Cassardis Noric
Board gets a couple of new tasks. One is ro travel to the Frontier Caverns ..face an unnamed foe. You know where to go by then, so it's only a matter
finding the time ro do ir.
192
to
the Shadow Fort, use the northern tunnel to get into the Frontier Caverns, and walk inro rhe Proving Grounds. Your enemy meers you immediately.
big.
--~-
POSI (,-\\11
NEW QUESTS IN
THE ENCAMPMENT
NEW QUESTS IN
GRANSOREN
GRIM TIDINGS
(2)
to
to
Compared with some of the fierce monsters you've faced, Ser Berne doesn't
have much Health. What he does have is damage Output.
Grimgoblins are found around Cassardis or in the new version of the Everfall,
a dungeon that dominates your play ar this stage of the game. Finding seven
of these Goblins won't be a major challenge. They're mucb tougher than their
earlier cousins, but your new equipment sbould help you best them!
SUPPRESSION
(4)
a Wyvern
Reward: 160,000 Gold, and
3,000 Experience
to
find
for fast attacks and then flee before Ser Berne can respond. When he dedicates
COMMITTED TO MEMORY
Gran Soren Rubble can be found in a few places. A good place to look is on
a rock in Gran Soren canal, near the exit. If you don't find any there, you c
purchase it from Reynard.
Catacombs and other areas of Undead for tufts of hair, which are
-nbs, Stash these in your storage until you have the full number
'lee there isn't much point in carrying them around until you've
enough to complete the quest.
SIC INFORMATION
crnp into the pit near Fountain Square of Gran Soren, your hero falls
e center of the Everfal!. You can repeatedly do this to reach the many
lI1[abyrintb of (bambers
zlong the sides of the shalt. Each has its own area with treasure, new
-ber way
errv not
to
e,ractly tbe
to
.n here and gather 20 WakestOnes. These give your hero the power
to
in
ng the New Game+ feature of Dragon's Dogma, because the final stage is
r point of no return.
Out
whenever you like. So coming into the dungeon doesn't lock you inside.
Leaving through the Chamber of Hope, where the pawn Quince waits, is
also viable.
loot!
lind Fournival.
the Founrain
powerful
pawns
in the Everfall.
The monsters
AREA ENTRANCES
Location:
Everfall
IIDoor
Entrance
Though
you encounter
rhe Chamber
deeper
Talk ro Quince
to begin
the following
quests
for
before
Jumping
into the pit; she comes co speak with you soon afrerward.
entrance
The ole.
so that's usab
as well.
Quince
gives you a \1Vakescone and asks that you lind many more of rhe special
Wakescones
are common
monsters
throughout
the dungeon,
items. 20 of rhern are needed if you wish to see the next srage of this journe
in the game.
their shards.
Buy a Dragoneye,
the overworld
them
from
for Wakesrones
and
locations
the Ur-Dragon,
srones elsewhere
Its actually
to
in.
Quince
fair /ight'
special afterward.
to
Jump
in the Charnb
to her. ;\.
Ix-,-
as Fi1JaIJ",I"
FINAL JUDGMENT
BeI%. ,Vhen fOU ,ump into the Eve1all after comr"J
1,
_;:
196
Location:
Special
AREA ENTRANCES
.----~==----~==~~~~~#_~=.=-==-----=~-=~.~
..
Door co Entrance
f) Door
Area 1
to Area 2
Door co Area 1
AREA LOCATIONS
IILocked Gate
MONSTERS
Evil Eye
There are 15 chambers inside this version of the EverfaLl, but you can't get
into them until you've passed the first test. You must beat the Chamber of
Confusion, a special area that appears regardless of where you fall during your
first time into the dungeon. Drop onto a balcony and step through the door
there co reach this place. Once you've beaten it, the dungeon becomes a little
mote solid. You can dependably find the remaining chambers by falling to
the same place each nrne.
There are two pawns in the entry area of this chamber. Talk co them co learn
more abour this place, and then loot the chests behind them. Use the door at
the back to start a major fight.
c!l!l~1;a
Wakestone Shard
30%
Jewe! of Health
44%
Golden Tallsman
4%
6%
Grisly Skull
4%
Crimson Plate
4%
4%
Ring of Pearl
4%
Repeat
for a Wakestone
tentacles
to
the main
Location:
Western Side,
Near the Top
AREA ENTRANCES
AREA LOCATIONS
Entrance
I)'
~""'l!.~~
WakestoneShard
25%
Harspud Sauce
40%
19%
Meloirean Plate
5%
Steel Gauntlets
5%
Dragon's Presence
2%
Philosophers
2%
Robe
Burnished Bracers
IILocked
Gate
MONSTERS
Wight
\'Vighr Summonings
2%
It's somewhat
hard
to
hit
Chamber of
Anxiety
side anc
while
isn't much
the Chamber
There's
The flying crearure
summons
other
undead
198
a single
a single
of Anxiety
Wight
already
insic,
face
Location:
East Side,
Near the Top
t'"
Entrance
II
Wakestone Shard
28%
Panacea
55%
Martyr's Talisman
4%
Stalwart Bow
5%
Dragon's Pain
2%
Crimson Sabatons
2%
lordly Cloak
2%
Shadow Gauntlets
2%
Area 1:
WakestoneShard
35%
25%
NobleUmbs
6%
Sable Sentinel
2%
2%
Ring of Amethyst
2%
REA ENTRANCES
and Skeleton
Sorcerers
guard
attacks
19%
40%
25%
Meloirean Armguard
5%
Laurel Circlet
5%
Sage's Hood
2%
Oragonbeards
2%
2%
QI
!l.'lmll'l'!!'
Wakestone Shard
25%
55%
Ferrystone
2%
Dragon Band
6%
Ring of Sable
6%
2%
Shadow Gauntlets
2%
Ring of Sapphire
2%
~"'~
'!
6%
WakestoneShard
cond floor
22%
[(II
Area 1:
Balmy Incense
up top,
party descends.
Door ro Area 1: Second Floor
Door ro Entrance
Stairs down to Area 1: First Floor
Stairs up to Area 1: Second Floor
Door to Area 2
Door to Area 1: First Floor
AREA LOCATIONS
Locked Gate
Search the primary
deeper
'10NSTERS
of Absence.
Geu Saurrans
Hellhounds
Goblins
Hobgoblins
IS
Grimgoblins
Skeleton
Sorcerers
pretty
good.
That's
and their
1m.
Location:
Northwestern Side,
Near the Top
II
WakestoneShard
15%
Salomet'sSecret
35%
UquidVim
10%
Salubrious Brew
18%
Harspud Sauce
16%
Golden Ring
4%
Platinum Ring
2%
,,,
Entrance
II
WakestoneShard
19%
40%
Golden Egg
25%
Steel Sallet
5%
Darkened Gloves
5%
Dragon's QLickening
2%
TwUightManicae
2%
DIgnified Earring
2%
J!!l0li 00JII,u
WakestoneShard
AREA ENTRANCES
when going
to
18%
Golden Egg
38%
Sultry Cowl
6%
2%
Fey Whisper
2%
Darklorica
2%
Ring of Ruby
2%
hit at around
30%
Golden Talisman
If you think
of the
to
arrack
your entire
D Door
to
Area I
the enemies,
nearby chest.
AREA LOCATIONS
D Locked
Gate
MONSTERS
200
Archydra
Saurian Sages
Undead
\X'arriors
search the
are preparing
the danger,
to engage
you. Fight
the warriors
against
to
rhe srump
of the stump.
to
the heads
During
this period,
your
to the Archydra.
throughout
the fight.
resrorarive items you need ro stay alive because you can always leave
Attack
Revive your pawns if they fall, and keep the pressure going
Blow whatever
YOll
should
than economy!
Location:
Southeastern Side,
Near the Top
AREA ENTRANCES
.c;,;r
o
a
Door to Area 1
Door ro Entrance
AREA LOCATIONS
.c;,;r~~~-=====~========~;~~======================~
IILocked
Gate
MONSTERS
Chimeras
Cockarrices
Getting
C?),
\Vighl,
Undead
to this balcony
can be tricky,
\Varrines
of Absence,
down
the broken
stairs
on that
off of those,
beneath
The chamber
irself is a
is a serious one,
know what
to expect
before entering.
It might
be Grimgoblins
and a Cockatrice,
It could
be Chimeras.
] usc be ready
for high-end
enemies
support
from
weaker
targets.
with
healing,
and general
of reviving.
because
they provide
support.
a fair amount
of additional
but
instead
Location:
Northern Side,
Halfway Down
Entrance
Area 2:
Second Floor
Area 2:
~Iw'm~
I '!I
15%
Wakestone Shard
15%
Desiccated Herbs
45%
Jewel of Healtt
35%
Golden Ring
4%
Golden Ring
4%
Golden Ring
Platinum Ring
2%
Platinum Ring
2%
Platinum Ring
2%
Decoction of Bandlily
14%
Harspud Sauce
14%
14%
Panacea
15%
Jewel of TIme
25%
White Wine
25%
Salubrious Brew
5%
Liquid Vim
5%
Red Wine
10%
AREA ENTRANCES
It.I!iJ ;w1"~
I";.
Wakestone Shard
IW..
tl,fI~.
4%
!llml~~
WakestoneShard
20%
Wakestone Shard
30%
Panacea
41%
SecretSoftner
28%
40%
Balmy Perfume
25%
Golden Ring
4%
GoJdenTalisman
7%
SuperiorCuisses
4%
Platinum Ring
2%
Chilling Razors
5%
Ring of Argent
4%
15%
Carnation
2%
B~ody Thistle
2%
Harspud Juice
16%
2%
Crimson Armet
2%
UquidVim
5%
2%
Golden Wristbands
2%
Ancien! Cape
2%
STORES
]OYE, PAWN PEDDLER
Foreign Medicament I
~briOUS
Second Floor
Brew
my Incense
Staminal Drench
I
!
I
$uidVim
AREA LOCATIONS
IILocked Gate
Cyclops (Armored)
Golem
Grimgohllas
202
4,600
~pureCrystal
0.49
Petrifactor
0.53
__
3,000
8,250
4,900
0.54
Dappled Ore
1,300
~Black
...
Pinion
Dragon Scale
0.51
7,750
hridate
0.13
~~ngbout
Bottled Haste
0.20
-600
0.13
0.11
16~
240
Dragon~s Pain
Eyedropper
l tnroat Drops
0.15
280
!Sable Sentinel
120
r~arnation
Wounded Heart
Frigid Finger
L
I
I
J.
i
I
I
11,863_
0.67
4,950
1.11
17,220
0.46
23,480
1.68
985,~~0
1,326,000
1.28
737,000
I
L
1.31
308,000
2.12
633,200
0.13
0.43
280
Purifying Brew
0.18
800
Diadem
0.76
Secret Softener
0.15
500
~Strength
Dose of Courage
0.15
7.89
0.14
-100
"~2
Crimson Plate
0.15
150
t-~Ieric's Draught
anacea
0.14
0.59
Flask
0.45
Empty Flask
0.12
Flask of Water
0.21
0.54
f--
320
439,000
I
'I
676,800
682,000
_!III
Twilight Manicae
1.84
Grisly Greaves
2.13
It
IAirtight
100
2,500
3.33
Placative Brew
150
2,460
0.57
Liberating Brew
iFeyWhlSper
Mi!Ji'
0.99
280
Warlock's Draught
MONSTERS
mmmii'
,~
0.60
0.51
~~SinglnCenSe
First Floor
--.'Il'
"",
418,000
474,000
Ring of Gules
0.20
40,000
20
Ring
0.20
40,000
90
Ring of Purpure
0.20
40,000
of
Azure
~iI
Poison Flask
0.27
175
Ring of Argent
0.20
60,000
0.15
80
Ring of Sable
0.20
60,000
Vigor Extract
0.31
Rose Ring
0.16
30,000
Serenity Extract
0.29
0.31 __
1,~0
1,000
lis Ring
0.16
30,000
Violet Ring
0.16
30,000
0.29
350
350
0.18
45,000
ISilverwheat Paste
IGoldbean Grind
IFerrystone
I
I
f--
- halfway down the shaft and aim for the northern side
to
treasure in the first room. There aren't any monsters there, so it's JUStfree ;!ODellesall around.
.e, in the western edge of the room. He's a pawn with a number of Health Items and
ems available for sale. Sell any unwanted items ro keep your encumbrance down. and then use rhe
ro continue into rhe chamber.
Be careful in the next room. It's another balcony area,
Grimgoblins and a Golem are up top, and a Cyclops is on
the bottom. Lure the Golem
[0
[0
arion:
rhern Side, Near the Top
~
,',,,,",sIan. Shard
ru
...
'~
35%
Wakestone Shard
30%
WakestoneShard
40%
.&Wei 01 Darkness
30%
Salomel's
30%
19%
SecretSoftner
"The Sundering
Spear"Tome
44%
Stalwart Bow
5%
Steer Sabatons
5%
Harmonious Earring
5%
Indomitable Earring
5%
2%
2%
Sable Sentinel
2%
2%
Shadow Greaves
2%
Crimson Guantlets
2%
2%
Anci.ntCape
2%
Ring of Pearl
2%
Wakestone Shard
24%
JewelofTlme
30%
30%
5%
5%
Superior Cuisses
30lden Belt
"'no of ~m.lhyst
Solden Lion Padding
Dark Buckler
WakestoneShard
5%
5%
2%
2%
2%
'" 30%
Secret
Royal Cuisses
Oar1l: Over-Knee Boots
Dragons Risen
Drago/lscale Arm
Nebula Cape
WakestoneShard
24%
5%
5%
"""'Iil20% ,
WakestoneShard
30%
Balmy Incense
44%
Ferrystone
10%
UQuidVim
39%
Secret Softener
45%
15%
Harspud Sauce
19%
Steel Cuirass
5%
Sultry Paren
5%
OirewolfVeil
5%
Autumn Hood
5%
Fey Whisper
2%
Wounded Heart
2%
Ring of Onyx
2%
Diadem
2%
Gleaming Bangles
2%
Crimson Plate
2%
Matte Robe
2%
Grisly Greaves
2%
HolyCuisses
2%
This is another one of the chambers on the southern side of the shaft, Drop
AREA ENTRANCES
down
to
to
fight, and they're likely to drop multiple Wakestone Shards along the way.
Clear the entire downstairs area while watching for these drops and then
loot the chests in the side rooms (and on the upper walkways). You end up
with at least tWOWakestones worth of goodies for just a couple minutes of
AREA LOCATIONS
IILocked Gate
to
MONSTERS
Gargoyles
the engagement.
Specter
Succubi
.......
_-....._
...J---_-.~.-~
, '"
c- ..
'V,t ~
~v,.',
(..
','
~ '\'
v....
\ ,
~~~~~~=~_:;;:;=~~~~~.~~
_,
v,',
" ..
',.
;f,......:._, J
..3E:.-=~=__.~.~.=
;1/",\,,,
';.
."
.~=~.=.~.~
Ql1EST Gl 'IDE
.fl.l
~(!l!l[![!f:$'.1lI
I~~r~
Liquid Vim
25%
UQuldVim
25%
Salubrious Brew
25%
Salubrious Brew
25%
Empty Flask
exact angle for it and then shoot for that while dropping down the shaft (it's
15%
Empty Flask
15%
Flask Of Oil
20%
Flask 01 Oil
20%
Harspud Sauce
10%
Harsoud Sauce
10%
tnterventlve
5%
fnterventlve
5%
to
AREA ENTRANCES
ledge. Go inside
to
find a
There
IS
also a special
Rifrsrone in Cassardis that bungs your hero to this epic battle site. It's near
the recessed cove beside the town's main beach.
Fight the pawns that have become twisted and evil here. Some of them are
MONSTERS
The Ur-Dragon
melee characters, while others use magick or ranged attacks. Don't hang
back and light defensively. Overwhelm them with high-damage attacks ano
knockdowns
to
Twisted Pawns
When you're done, wait for a short time and the Ur-Dragon approaches. Its
time to prove your worth.
204
v;'\.
hen you've won, go inco the northern cave at the end of the chamber. The stone there contains information about rhose who have previously bearen the
r-Dragon. Next to it is a door that lets you return to the Everfall, That's also where all of the treasure appears if you've won the fight. Collect it and rejoice
your victory. You can leave the chamber by stepping our from this spot.
"'
lIr-Oragon Head
Ur-OragonWing
'"I
BODY:
J~r~mlfl
'1(!JJ]lIlll"
'lllF.tIIT:l.il:IIYI::Il
,,}'t'l!lI!IJ),~ 1::,lnDi'Nif/.:.l:
.,~
30%
30%
Oragon Horn
5%
Dragon Scale
10%
30%
Indurated Dragonsblood
15%
Dragon Scale
5%
Wakestone
10%
5%
5%
Nothing
25%
5%
Nothing
0%
Nothing
25%
Nothing
0%
Nothing
0%
50%
30%
10%
Dragon Scale
10%
Dragon Scale
5%
Indurated Dragonsblood
15%
5%
5%
Nothing
25%
5%
Nothing
0%
Nothing
25%
Nothing
0%
Nothing
0%
40%
40%
Dragon Claw
10%
Dragon Scale
15%
10%
B%
Dragon Scale
5%
5%
5%
Indurated Dragonsblood
2%
5%
Wakestone Shard
5%
Nothing
25..
Nothing
25%
Nothing
0%
Nolhlng
0%
Ur-Dragon Tall
Ur-Dragon Other
Golden Egg
5%
10%